Thoughts on this?
Thoughts on this?
edit: OoO primer, assuming x86_64 but everything else works the same way too:
Your cpu has hundreds of physical registers. There are 16 register names managed in the frontend. Whenever the frontend sees an instruction that writes to RAX, it allocates a fresh register that does not contain a value, sets it as pending, writes that register number under RAX in the register alias table (RAT), and sends the instruction forward. Once the instruction is in the scheduler, it waits until all it's inputs are ready, and then issues to an execution unit. Once it gets executed, it writes it's value to the register allocated for it and sets it as ready.
If you have an instruction that uses the same register name as input and output, those are guaranteed not to be the same register. Used registers get garbage collected once no name or pending instruction refers to them anymore.
Another thing that's often misunderstood is branch prediction -- branch prediction is not looking at branches and picking which way to go. Branch prediction runs easily at least 3 cycles before the CPU can see the instructions, so it operates just on memory addresses, and tries to guess the next address to fetch. Generally, before it's built any statistics, it just guesses "next address". When there are jumps, it builds history out of those and makes decision based on that. On various architectures, there used to be hinted branches where the predictor could be tweaked to always first attempt to follow a taken branch, and fall back to prediction if that fails a few times. The hints are all no-ops today, simply because there is no way for the predictor to make use of instruction contents because it doesn't see those until it's work is already done.
Over here, in AVR and MSP430 and Cortex-M0 land, there are about 16 registers, instructions take at most 2 registers, and write to the destination (often also a source argument, ADD R1 R2 does R1 := R1 + R2). There is no 'frontend', no renaming, no aliasing, no garbage collector; what you see is what you get.
I assume that sometime long ago, the words had the original meaning, but they gradually added abstractions that were still mostly indiscernible at each step of the journey until they had completely diverged.
Hell, by sidestepping GCC's register allocation one can substantially increase performance if you arrange your data into registers that your ALU or other peripheral likes best. Prime example, RAM access can be twice as fast if you load your target address into the X/Y/Z register with LD instead of letting GCC emit the LDS instruction. You'd do something like store a pointer to a very important struct that you want to access many times very quickly.
I honestly have no clue if a similar concept exists on modern x86. I'd assume that you are explicitly meant to not care about things at this level and it's all handled behind the scenes. It's crazy how much the x86 CPU does for you, but I find it much more fun to tweak things close to the bare metal.
It can also be very microarchitecture specific. Because FP code often need significant unrolling, the number of architectural registers needed to store partial results can be a bottleneck, especially if the compiler doesn't do a perfect job.
But there's still a massive amount of performance tuning. Some fun examples being how Haswell can only do one FP add per cycle, but two FMAs, so you can sometimes improve throughput by replacing some 'a+b's with 'a*1+b' (at the cost of higher latency). Or how, on older Intel, three-addend 'lea' can execute on only one port (as opposed to two for two-addend 'lea', or 3 or 4 for 'add') and has 3-cycle latency (vs. 1 cycle for two-addend; so two back-to-back 'lea's have lower latency than one three-addend one), but still uses only one port and thus can sometimes be better for throughput.
https://www.researchgate.net/profile/Ch-Srinivas/publication...
Your idea reminded me a bit of Scheduled Dataflow [0] architecture where every register is a dedicated input to a unit. Instead of an instruction having source and destination register parameters there are only destination registers.
The Mill does it the other way around: There are only source operands and the result is stored in each unit's dedicated output register.
[0]. https://www.semanticscholar.org/paper/Scheduled-Dataflow%3A-...
Now the resources can be scheduled in a very complex, out of order, and subinstruction fashion. The chip designers guess what the instruction mix will likely be and hopefully make the right call as to how many Xs are required and how many Ys. Too few and operations in flight will wait. Too many and the chip becomes more complex for no benefit, and maybe those unused resources crowd out space for something else useful.
If you stick an ALU on every register you’re guaranteeing to use some area on something not used all the time.
Longer, less wrong version: modern CPUs have forwarding networks with latches in them. Those latches store ALU results. Those results are (usually) the equivalent of the content-to-be of a specific version of a register -- and by register, I actually mean register name.
So, "registers" that are currently active get to live in the forwarding network where all the routing is and "registers" that aren't as active get to live in the register file, away from the ALUs and the forwarding network.
(And the "registers" used in machine instructions are really just register names. There's a lot renaming going on in order to keep many versions (and potential versions) of register values live at the same time to enable superscalar execution and out-of-order execution.)
Also, the hardware to distribute any entry as the second source to any other entry is effectively a read port, followed by a write port.
1. When you program this machine, you have to compute the schedule at compile-time. Exactly when and how long do you keep certain units linked?
2. You probably have a worse routing problem? - if you want to perform arbitrary instructions in a chain, all execution units need point-to-point physical wires to carry data to/from all the other units that they might need data from (and most of them will necessarily be unused?)
Instead of having a massively distributed network of execution units, it's probably more efficient to have "virtual" links between units: which you implement as shared access to a centralized memory (a "register file").
Also, although the linked article complains about "too many ports", remember that the useful size of the register file is ultimately limited by how many in-flight operations are possible, which is determined by pipeline depth and number of instructions between branches.
How so? The register can be used the same as before but clobber operations don't have to be sent over to a separate ALU and "back".
Perhaps a bigger issue is that, if you have a speculative decision (incl. all loads & stores) between having written a register and the clobbering update, you can't do it in-register too, as that'd make it impossible to rollback.
Add and subtract is too expensive to be multiplied.
This thing referenced above effectively reduces pipeline length by one step and is quite useful in scoreboarding-based implementation of OoO instruction issue.
Successful processors offer a sequential execution model, and handle the parallelism internally. Even CUDA is designed somewhat like this: you express your code in a largely linear fashion, and rely on the NVIDIA-created compiler and on the GPU itself to run it in parallel.
The main feature of CUDA is that in order to describe an algorithm that is applied to an array, you just write the code that applies the algorithm to an element of that array, like writing only the body of a "for" loop.
Then the CUDA run-time will take care of creating an appropriate number of execution threads, taking into account the physical configuration of the available GPU, e.g. how many array elements can be processed by a single instruction, how many execution threads can share a single processing core, how many processing cores exist in the GPU, and so on. When there are more array elements than the GPU resources can process at once, CUDA will add some appropriate looping construct, to ensure the processing of the entire array.
The CUDA programmer writes the code that processes a single element array, informing thus the CUDA run-time that this code is independent of its replicas that process any other array element, except when the programmer references explicitly other array elements, which is normally avoided.
The task of a CPU able to do non-sequential instruction execution (a.k.a. out-of-order execution) and simultaneous initiation of multiple instructions (a.k.a. superscalar instruction execution) is quite different.
The main problem for such a CPU is the determination of the dependence relationships between instructions, based on examining the register numbers encoded in the instructions. Based on the detected dependencies and on the availability of the operands, the CPU can schedule the execution of the instructions, in parallel over multiple execution units.
There exists an open research problem, whether there is any better way to pass the information about the dependencies between instructions from the compiler, which already knows them, to the CPU that runs the machine code, otherwise than by using fake register numbers, whose purpose is only to express the dependencies, and which must be replaced for execution with the real numbers of the physical registers, by the renaming mechanism of the CPU.
In speculative execution and branch predictors, prefetch may seem just as a nice bonus, but given that nowadays CPU performance is largely bottlenecked by memory access, prefetch resulting from these techniques will often come out as the dominant performance factor.
For example, in hand crafted assembly programs, it's sometimes common to know how long a fetch operation lasts, and manually schedule operations such that they can be executed in parallel with the fetch operation.
Theoretically a high level language could also be designed to expose this kind of logic to the programmer. A program in such a language would be expressed as a set of very very short threads that can be interleaved by the compiler given precise knowledge of instruction timers.
OoO did have the side benefit from possibly executing past a few memory stalls but those were secondary. OoO reodering resources were sized for addressing the stalls from on-chip timescale things. Today the resources are bigger, but even bigger is the relative memory latency (how many insns you could execute in the time it takes to service a main memory fetch that your pipeline depends on).
Of course this means a large change of how computers work but perhaps it is possible to make this opt-in (i.e. backwards compatible) for software?
Zstd is impractical, but I can imagine some sort of storage efficient microcode? (current Intel CPUs store original x86 instructions in the L1 instruction cache).
Plus, the larger the instruction cache is, the worse every branch mis-prediction is. As far as I know, the size of the instruction cache is not really limited because of space issues, it's limited for precisely this reason.
More effective block compression schemes are harder to pull off because of branches.
If you compress each instruction one at a time into a variable number of bits the ability to jump to any instruction is preserved but compression is hurt by not being able to use cross-instruction conditional probabilities and having to pack things into integer numbers of bits.
One could imagine a compression format that had 'jump points' -- compiler selection locations where it was possible to jump and decode from, so that you'd only take the above losses at potential jump targets.
You could go further an imagine the instruction set having some kind of constrained short jump forward a limited distance (by simply letting the decoder decode that way) or that can go back a limited distance without using a jump point so long as there was no way for controlflow to change out from under it.
I wonder what percentage of instructions would need to be jump points in such a system?
But I think this is mostly of academic interest: except in very small embedded devices code size is not a huge performance driver and like anything else you get diminishing returns from further optimizations. Variable length multiple-of-bytes instruction sets like x86 probably get a significant fraction of the potential compression gains and do so without a lot of complexity.
Here is an example of such an instruction from the
"AP, Add Packed (Decimal) The data string located at the storage address specified by operand-2 (b2+d2) is added to the data string located at the storage address specified by operand-1 (b1+d1). Operand-2 remains unchanged."
http://www.simotime.com/asmins01.htm#AP
Now, how this was actually done in hardware I don't know, but I would not be surprised if hidden registers were involved. So, maybe this is not really an example that fits the original premise of this subthread, but I think it is interesting nevertheless.