Browsing by Author "You, Yi-Ping"
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Item type:Item, A static region-based compiler for the Dalvik virtual machine(2016-08) ;You, Yi-Ping ;Chen, Jian-Ru ;資訊工程學系Department of Computer ScienceThe Dalvik virtual machine (VM) is an integral component used to execute applications in Android, which is one of the leading operating systems for mobile devices. The Dalvik VM is an interpreter and is equipped with a trace-based just-in-time compiler for enhancing the execution performance of frequently executed paths, or traces. However, traces generated by the Dalvik VM can be stopped in a conditional branch or a method call/return, which means that these traces usually have a short lifetime, decreasing the effectiveness of the compiler optimizations applied to them. Furthermore, the just-in-time compiler applies only a few simple optimizations because of performance considerations. In this article we present a traces-to-region (T2R) framework that extends traces to regions and statically compiles these regions into native binaries so as to improve the execution of Android applications. The T2R framework involves three main stages: (i) the profiling stage, in which the run-time trace information of an application is extracted; (ii) the compilation stage, in which regions are constructed from the extracted traces and are statically compiled into a native binary; and (iii) the execution stage, in which the compiled binary is loaded into the code cache when the application starts to execute. Experiments performed on an Android tablet demonstrated that the T2R framework was effective in improving the execution performance of applications by 10.5-16.2% and decreasing the size of the code cache by 4.6-28.5%. Copyright (c) 2015 John Wiley & Sons, Ltd.Item type:Item, CLPKM: A checkpoint-based preemptive multitasking framework for OpenCL kernels(2019-09-01) ;Chiu, Ming-Tsung ;You, Yi-Ping ;資訊工程學系Department of Computer ScienceHeterogeneous computing has become popular in the past decade. Many frameworks have been proposed to provide a uniform way to program for accelerators, such as GPUs, DSPs, and FPGAs. Among them, an open and royalty-free standard, OpenCL, is widely adopted by the industry. However, many OpenCL-enabled accelerators and the standard itself do not support preemptive multitasking. To the best of our knowledge, previously proposed techniques are not portable or cannot handle ill-designed kernels (the codes that are executed on the accelerators), which will never ever finish. This paper presents a framework (called CLPKM) that provides an abstraction layer between OpenCL applications and the underlying OpenCL runtime to enable preemption of a kernel execution instance based on a software checkpointing mechanism. CLPKM includes (1) an OpenCL runtime library that intercepts OpenCL API calls, (2) a source-to-source compiler that performs the preemption-enabling transformation, and (3) a daemon that schedules OpenCL tasks using priority-based preemptive scheduling techniques. Experiments demonstrated that CLPKM reduced the slowdown of high-priority processes from 4.66x to 1.52-2.23x under up to 16 low-priority, heavy-workload processes running in the background and caused an average of 3.02-6.08x slowdown for low-priority processes.Item type:Item, Compiler Optimization for Reducing Leakage Power in Multithread BSP Programs(2014-11-01) ;Shih, Wen-Li ;You, Yi-Ping ;Huang, Chung-Wen ;Lee, Jenq Kuen資訊工程學系Multithread programming is widely adopted in novel embedded system applications due to its high performance and flexibility. This article addresses compiler optimization for reducing the power consumption of multithread programs. A traditional compiler employs energy management techniques that analyze component usage in control-flow graphs with a focus on single-thread programs. In this environment the leakage power can be controlled by inserting on and off instructions based on component usage information generated by flow equations. However, these methods cannot be directly extended to a multithread environment due to concurrent execution issues. This article presents a multithread power-gating framework composed of multithread power-gating analysis (MTPGA) and predicated power-gating (PPG) energy management mechanisms for reducing the leakage power when executing multithread programs on simultaneous multithreading (SMT) machines. Our multithread programming model is based on hierarchical bulk-synchronous parallel (BSP) models. Based on a multithread component analysis with dataflow equations, our MTPGA framework estimates the energy usage of multithread programs and inserts PPG operations as power controls for energy management. We performed experiments by incorporating our power optimization framework into SUIF compiler tools and by simulating the energy consumption with a post-estimated SMT simulator based on Wattch toolkits. The experimental results show that the total energy consumption of a system with PPG support and our power optimization method is reduced by an average of 10.09% for BSP programs relative to a system without a power-gating mechanism on leakage contribution set to 30%; and the total energy consumption is reduced by an average of 4.27% on leakage contribution set to 10%. The results demonstrate our mechanisms are effective in reducing the leakage energy of BSP multithread programs.Item type:Item, Enabling OpenCL support for GPGPU in Kernel-based Virtual Machine(2014-05-01) ;Tien, Tsan-Rong ;You, Yi-Ping ;資訊工程學系Department of Computer ScienceThe importance of heterogeneous multicore programming is increasing, and Open Computing Language (OpenCL) is an open industrial standard for parallel programming that provides a uniform programming model for programmers to write efficient, portable code for heterogeneous computing devices. However, OpenCL is not supported in the system virtualization environments that are often used to improve resource utilization. In this paper, we propose an OpenCL virtualization framework based on Kernel-based Virtual Machine with API remoting to enable multiplexing of multiple guest virtual machines (guest VMs) over the underlying OpenCL resources. The framework comprises three major components: (i) an OpenCL library implementation in guest VMs for packing/unpacking OpenCL requests/responses; (ii) a virtual device, called virtio-CL, that is responsible for the communication between guest VMs and the hypervisor (also called the VM monitor); and (iii) a thread, called CL thread, that is used for the OpenCL API invocation. Although the overhead of the proposed virtualization framework is directly affected by the amount of data to be transferred between the OpenCL host and devices because of the primitive nature of API remoting, experiments demonstrated that our virtualization framework has a small virtualization overhead (mean of 6.8%) for six common device-intensive OpenCL programs and performs well when the number of guest VMs involved in the system increases. These results indirectly infer that the framework allows for effective resource utilization of OpenCL devices.Copyright (c) 2012 John Wiley & Sons, Ltd.Item type:Item, Energy-Aware Code Motion for GPU Shader Processors(2013-12-01) ;You, Yi-Ping ;Wang, Shen-Hong ;資訊工程學系Department of Computer ScienceGraphics processing units (GPUs) are now being widely adopted in system-on-a-chip designs, and they are often used in embedded systems for manipulating computer graphics or even for general-purpose computation. Energy management is of concern to both hardware and software designers. In this article, we present an energy-aware code-motion framework for a compiler to generate concentrated accesses to input and output (I/O) buffers inside a GPU. Our solution attempts to gather the I/O buffer accesses into clusters, thereby extending the time period during which the I/O buffers are clock or power gated. We performed experiments in which the energy consumption was simulated by incorporating our compiler-analysis and code-motion framework into an in-house compiler tool. The experimental results demonstrated that our mechanisms were effective in reducing the energy consumption of the shader processor by an average of 13.1% and decreasing the energy-delay product by 2.2%.Item type:Item, Translating AArch64 Floating-Point Instruction Set to the x86-64 Platform(2019-01-01) ;You, Yi-Ping ;Lin, Tsung-Chun ;Yang, Wuu ;資訊工程學系Department of Computer ScienceBinary translation translates binary programs from one instruction set to another. It is widely used in virtual machines and emulators. We extend mc2llvm, which is an LLVM-based retargetable 32-bit binary translator developed in our lab in the past several years, to support 64-bit ARM instruction set. In this paper, we report the translation of AArch64 floating-point instructions in our mc2llvm. For floating-point instructions, due to the lack of floating-point support in LLVM [13, 14], we add support for the flush-to-zero mode, not-a-number processing, floating-point exceptions, and various rounding modes. On average, mc2llvm-translated binary can achieve 47% and 24.5% of the performance of natively compiled x86-64 binary on statically translated EEMBC benchmark and dynamically translated SPEC CINT2006 benchmarks, respectively. Compared to QEMU-translated binary, mc2llvm-translated binary runs 2.92x, 1.21x and 1.41x faster on statically translated EEMBC benchmark, dynamically translated SPEC CINT2006, and CFP2006 benchmarks, respectively. (Note that the benchmarks contain both floating-point instructions and other instructions, such as load and store instructions.)Item type:Item, VecRA: A Vector-Aware Register Allocator for GPU Shader Processors(2016-08) ;You, Yi-Ping ;Chen, Szu-Chien ;資訊工程學系Department of Computer ScienceGraphics processing units (GPUs) are now widely used in embedded systems for manipulating computer graphics and even for general-purpose computation. However, many embedded systems have to manage highly restricted hardware resources in order to achieve high performance or energy efficiency. The number of registers is one of the common limiting factors in an embedded GPU design. Programs that run with a low number of registers may suffer from high register pressure if register allocation is not properly designed, especially on a GPU in which a register is divided into four elements and each element can be accessed separately, because allocating a register for a vector-type variable that does not contain values in all elements wastes register spaces. In this article, we present a vector-aware register allocation framework to improve register utilization on shader architectures. The framework involves two major components: (1) element-based register allocation that allocates registers based on the element requirement of variables and (2) register packing that rearranges elements of registers in order to increase the number of contiguous free elements, thereby keeping more live variables in registers. Experimental results on a cycle-approximate simulator showed that the proposed framework decreased 92% of register spills in total and made 91.7% of 14 common shader programs spill free. These results indicate an opportunity for energy management of the space that is used for storing spilled variables, with the framework improving the performance by a geometric mean of 8.3%, 16.3%, and 29.2% for general shader processors in which variables are spilled to memory with 5-, 10-, and 20-cycle access latencies, respectively. Furthermore, the reduction in the register requirement of programs enabled another 11 programs with high register pressure to be runnable on a lightweight GPU.Item type:Item, Vector-Aware Register Allocation for GPU Shader Processors(2015) ;You, Yi-Ping ;Chen, Szu-Chieh ;資訊工程學系Department of Computer ScienceGraphics processing units (GPUs) are now widely used in embedded systems for manipulating computer graphics and even for general-purpose computation. However, many embedded systems have to manage highly restricted hardware resources in order to achieve high performance or energy efficiency. The number of registers is one of the common limiting factors in an embedded GPU design. Programs that run with a low number of registers may suffer from high register pressure if register allocation is not properly designed, especially on a GPU in which a register is divided into four elements and each element can be accessed separately, because allocating a register for a vector-type variable that does not contain values in all elements wastes register spaces. In this paper we present a vector-aware register allocation framework to improve register utilization on shader architectures. The framework involves two major components: (1) element-based register allocation that allocates registers based on the element requirement of variables and (2) register packing that rearranges elements of registers in order to increase the number of contiguous free elements, thereby keeping more live variables in registers. Experimental results on a cycle-approximate simulator showed that the proposed framework decreased 92% of register spills in total and made 91.7% of 14 common shader programs spill-free. These results indicate an opportunity for energy management of the space that is used for storing spilled variables, with the framework improving the performance by a geometric mean of 8.3%, 16.3%, and 29.2% for general shader processors in which variables are spilled to memory with 5-, 10-, and 20-cycle access latencies, respectively. Furthermore, the reduction in the register requirement of programs enabled another 11 programs with high register pressure to be runnable on a lightweight GPU.Item type:Item, VirtCL: A Framework for OpenCL Device Abstraction and Management(2015-08-01) ;You, Yi-Ping ;Wu, Hen-Jung ;Tsai, Yeh-Ning ;Chao, Yen-Ting資訊工程學系The interest in using multiple graphics processing units (GPUs) to accelerate applications has increased in recent years. However, the existing heterogeneous programming models (e.g., OpenCL) abstract details of GPU devices at the per-device level and require programmers to explicitly schedule their kernel tasks on a system equipped with multiple GPU devices. Unfortunately, multiple applications running on a multi-GPU system may compete for some of the GPU devices while leaving other GPU devices unused. Moreover, the distributed memory model defined in OpenCL, where each device has its own memory space, increases the complexity of managing the memory among multiple GPU devices. In this article we propose a framework (called VirtCL) that reduces the programming burden by acting as a layer between the programmer and the native OpenCL run-time system for abstracting multiple devices into a single virtual device and for scheduling computations and communications among the multiple devices. VirtCL comprises two main components: (1) a front-end library, which exposes primary OpenCL APIs and the virtual device, and (2) a back-end run-time system (called CLDaemon) for scheduling and dispatching kernel tasks based on a history-based scheduler. The front-end library forwards computation requests to the back-end CLDaemon, which then schedules and dispatches the requests. We also propose a history-based scheduler that is able to schedule kernel tasks in a contention-and communication-aware manner. Experiments demonstrated that the VirtCL framework introduced a small overhead (mean of 6%) but outperformed the native OpenCL run-time system for most benchmarks in the Rodinia benchmark suite, which was due to the abstraction layer eliminating the time-consuming initialization of OpenCL contexts. We also evaluated different scheduling policies in VirtCL with a real-world application (clsurf) and various synthetic workload traces. The results indicated that the VirtCL framework provides scalability for multiple kernel tasks running on multi-GPU systems.