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  • PROFESSOR: Hey, everybody.

  • It's my pleasure once again to welcome

  • TB Schardl, who is the author of your taper compiler,

  • to talk about the Cilk runtime system.

  • TAO SCHARDL: Thanks, Charles.

  • Can anyone hear me in the back, seem good?

  • OK.

  • Thanks for the introduction.

  • Today I'll be talking about the Cilk runtime system.

  • This is pretty exciting for me.

  • This is a lecture that's not about compilers.

  • I get to talk about something a little different for once.

  • It should be a fun lecture.

  • Recently, as I understand it, you've

  • been looking at storage allocation,

  • both in the serial case as well as the parallel case.

  • And you've already done Cilk programming for a while,

  • at this point.

  • This lecture, honestly, is a bit of a non

  • sequitur in terms of the overall flow of the course.

  • And it's also an advanced topic.

  • The Cilk runtime system is a pretty complicated piece

  • of software.

  • But nevertheless, I believe you should have enough background

  • to at least start to understand and appreciate

  • some of the aspects of the design of the Cilk runtime

  • system.

  • So that's why we're talking about that today.

  • Just to quickly recall something that you're all,

  • I'm sure, intimately familiar with by this point, what's

  • Cilk programming all about?

  • Well, Cilk is a parallel programming language

  • that allows you to make your software run faster

  • using parallel processors.

  • And to use Cilk, it's pretty straightforward.

  • You may start with some serial code that

  • runs in some running time-- we'll denote that as Ts

  • for certain parts of the lecture.

  • If you wanted to run in parallel using Cilk,

  • you just insert Cilk keywords in choice locations.

  • For example, you can parallelize the outer loop

  • in this matrix multiply kernel, and that will let your code run

  • in time Tp on P processors.

  • And ideally, Tp should be less than Ts.

  • Now, just adding keywords is all you

  • need to do to tell Cilk to execute

  • the computation in parallel.

  • What does Cilk do in light of those keywords?

  • At a very high level, Cilk and specifically its runtime system

  • takes care of the task of scheduling and load

  • balancing the computation on the parallel processors

  • and on the multicore system in general.

  • So after you've denoted logical parallel in the program using

  • spawn, Cilk spawn, Cilk sync, and Cilk four,

  • the Cilk scheduler maps that computation

  • onto the processors.

  • And it does so dynamically at runtime,

  • based on whatever processing resources happen

  • to be available, and still uses a randomized work stealing

  • scheduler which guarantees that that mapping is efficient

  • and the execution runs efficiently.

  • Now you've all been using the Cilk platform for a while.

  • In its basic usage, you write some Cilk code, possibly

  • by parallelizing ordinary serial code,

  • you feed that to a compiler, you get a binary,

  • you run the binary the binary with some particular input

  • on a multicore system.

  • You get parallel performance.

  • Today, we're going to look at how exactly does Cilk work?

  • What's the magic that goes on, hidden

  • by the boxes on this diagram?

  • And the very first thing to note is that this picture

  • is a little bit--

  • the first simplification that we're going to break

  • is that it's not really just Cilk source and the Cilk

  • compiler.

  • There's also a runtime system library, libcilkrts.so, in case

  • you've seen that file or messages

  • about that file on your system.

  • And really it's the compiler and the runtime library,

  • that work together to implement Cilk's runtime system,

  • to do the work stealing and do the efficient scheduling

  • and load balancing.

  • Now we might suspect that if you just take a look at the code

  • that you get when you compile a Cilk program,

  • that might tell you something about how Cilk works.

  • Here's C pseudocode for the results when you compile

  • a simple piece of Cilk code.

  • It's a bit complicated.

  • I think that's fair to say.

  • There's a lot going on here.

  • There is one function in the original program,

  • now there are two.

  • There's some new variables, there's

  • some calls to functions that look a little bit strange,

  • there's a lot going on in the compiled results.

  • This isn't exactly easy to interpret or understand,

  • and this doesn't even bring into the picture the runtime system

  • library.

  • The runtime system library, you can find the source

  • code online.

  • It's a little less than 20,000 lines of code.

  • It's also kind of complicated.

  • So rather than dive into the code directly,

  • what we're going to do today is an attempt

  • at a top-down approach to understanding

  • how the Cilk runtime system works,

  • and some of the design considerations.

  • So we're going to start by talking about some

  • of the required functionality that we need out of the Cilk

  • runtime system, as well as some performance

  • considerations for how the runtime system should work.

  • And then we'll take a look at how the worker deques in Cilk

  • get implemented, how spawning actually works,

  • how stealing a computation works,

  • and how synchronization works within Cilk.

  • That all sound good?

  • Any questions so far?

  • This should all be review, more or less.

  • OK, so let's talk a little bit about required functionality.

  • You've seen this picture before, I hope.

  • This picture illustrated the execution model

  • of a Cilk program.

  • Here we have everyone's favorite exponential time Fibonacci

  • routine, parallelized using Cilk.

  • This is not an efficient way to compute Fibonacci numbers,

  • but it's a nice didactic example for understanding

  • parallel computation, especially the Cilk model.

  • And as we saw many lectures ago, when

  • you run this program on a given input,

  • the execution of the program can be

  • modeled as a computation dag.

  • And this computation dag unfolds dynamically

  • as the program executes.

  • But I want to stop and take a hard look

  • at exactly what that dynamic execution looks like when we've

  • got parallel processors and work stealing all coming into play.

  • So we'll stick with this Fibonacci routine,

  • and we'll imagine we've just got one processor on the system,

  • to start.

  • And we're just going to use this one

  • processor to execute fib(4).

  • And it's going to take some time to do it,

  • just to make the story interesting.

  • So we start executing this computation,

  • and that one processor is just going to execute the Fibonacci

  • routine from beginning up to the Cilk spawn statement,

  • as if it's ordinary serial code, because it

  • is ordinary serial code.

  • At this point the processor hits the Cilk spawn statement.

  • What happens now?

  • Anyone remember?

  • What happens to the dag?

  • AUDIENCE: It branches down [INAUDIBLE]

  • TAO SCHARDL: It branches downward and spawns

  • another process, more or less.

  • The way we model that--

  • the Cilk spawn is of a routine fib of n minus 1.

  • In this case, that'll be fib(3).

  • And so, like an ordinary function call,

  • we're going to get a brand new frame for fib(3).

  • And that's going to have some strand that's

  • available to execute.

  • But the spawn is not your typical function call.

  • It actually allows some other computation to run in parallel.

  • And so the way we model that in this picture

  • is that we get a new frame for fib(3).

  • There's a strand available to execute there.

  • And the continuation, the green strand,

  • is now available in the frame fib(4).

  • But no one's necessarily executing it.

  • It's just kind of faded in the picture.

  • So once the spawn has occurred, what's

  • the processor going to do?

  • The processor is actually going to dive in and start

  • executing fib(3), as if it were an ordinary function call.

  • Yes, there's a strand available within the frame of fib(4),

  • but the processor isn't going to worry about that strand.

  • It's just going to say, oh, fib(4) calls fib(3),

  • going to start computing for fib(3).

  • Sound good?

  • And so the processor dives down from pink

  • strand to pink strand.

  • The instruction pointer for the processor

  • returns to the beginning of the fib routine,

  • because we're now calling fib once again.

  • And this process repeats.

  • It executes the pink strand up until the Cilk spawn,

  • just like ordinary serial code.

  • The spawn occurs-- and we've already seen this picture

  • before--

  • the spawn allows another strand to execute in parallel.

  • But it also creates a frame for fib(2).

  • And the processor dives into fib(2),

  • resetting the instruction pointer to the beginning fib,

  • P1 executes up to the spawn.

  • Once again, we get another string to execute,

  • as well as an invocation of fib(1).

  • Processor dives even further.

  • So that's fine.

  • This is just the processor doing more or less

  • ordinary serial execution of this fib routine,

  • but it's also allowing some strands

  • to be executed in parallel.

  • This is the one processor situation,

  • looks pretty good so far.

  • Right, and in the fib(1) case, it

  • doesn't make it as far through the pink strand

  • because, in fact, we hit the base case.

  • But now let's bring in some more processors.

  • Suppose that another processor finally

  • shows up, says I'm bored, I want to do some work,

  • and decides to steal some computation.

  • It's going to discover the green strand in the frame fib(4),

  • and P2 is just going to jump in there

  • and start executing that strand.

  • And if we think really hard about what this means,

  • P2 is another processor on the system.

  • It has its own set of registers.

  • It has its own instruction pointer.

  • And so what Cilk somehow allows to happen

  • is for P2 to just jump right into the middle

  • of this fib(4) routine, which is already executing.

  • It just sets the instruction pointer

  • to point at that green instruction,

  • at the call to fib of n minus 2.

  • And it's just going to pick up where processor 1 left off,

  • when it executed up to this point in fib(4), somehow.

  • In this case, it executes fib of n minus 2.

  • That calls fib(2), creates a new strand,

  • it's just an ordinary function call.

  • It's going to descend into that new frame.

  • It's going to return to the beginning of fib.

  • All that's well and good.

  • Another processor might come along and steal another piece

  • of the computation.

  • It steals another green strand, and so once again,

  • this processor needs to jump into the middle of an executing

  • function.

  • Its instruction pointer is just going

  • to point at this call of the fib of n minus 2.

  • Somehow, it's going to have the state of this executing

  • function available, despite having independent registers.

  • And it needs to just start from this location,

  • with all the parameters set appropriately,

  • and start executing this function

  • as if it's an ordinary function.

  • It calls fib(3) minus 2 is 1.

  • And now these processors might start executing in parallel.

  • P1 might return from its base case routine

  • up to the parent call of fib of n minus 2

  • and start executing its continuation,

  • because that wasn't stolen.

  • Meanwhile, P3 descends into the execution of fib(1).

  • And then in another step, P3 and P2

  • make some progress executing their computation.

  • P2 encounters a Cilk spawn statement,

  • which creates a new frame and allows another strand

  • to execute in parallel.

  • P3 encounters the base case routine and says,

  • OK, it's time to return.

  • And all of that can happen in parallel,

  • and somehow the Cilk system has to coordinate all of this.

  • But we already have one mystery.

  • How does a processor start executing from the middle

  • of a running function?

  • The running function and it's state lived on P1 initially,

  • and then P2 and P3 somehow find that state,

  • hop into the middle of the function,

  • and just start running.

  • That's kind of strange.

  • How does that happen?

  • How does the Cilk runtime system make that happen?

  • This is one thing to consider.

  • Another thing to consider is what

  • happens when we hit a sync.

  • We'll talk about how these issues get addressed later on,

  • but let's lay out all of the considerations upfront,

  • before we-- just see how bad the problem is before we

  • try to solve it bit by bit.

  • So now, let's take this picture again and progress it

  • a little bit further.

  • Let's suppose that processor three

  • decides to execute the return.

  • It's going to return to an invocation of fib(3).

  • And the return statement is a Cilk sync statement.

  • But processor three can't execute the sync

  • because the computation of fib(2) in this case--

  • that's being done by processor one--

  • that computation is not done yet.

  • So the execution can proceed past the sync.

  • So somehow P3 needs to say, OK, there is a sync statement,

  • but we can't execute beyond this point

  • because, specifically, it's waiting on processor one.

  • It doesn't care what processor two is doing.

  • Processor two is having a dandy time executing fib(2)

  • on the other side of the tree.

  • Processor three shouldn't care.

  • So processor three can't do something

  • like, OK, all processors need to stop,

  • get to this point in the code, and then the execution

  • can proceed.

  • No, no, it just needs to wait on processor one.

  • Somehow the Cilk system has to allow that fine grain

  • synchronization to happen in this nested pattern.

  • So how does a Cilk sync wait on only the nested sub

  • computations within the program?

  • How does it figure out how to do that?

  • How does the Cilk runtime system implement this?

  • So that's another consideration.

  • OK, so at this point, we have three top level considerations.

  • A single worker needs to be able to execute this program as

  • if it's an ordinary serial program.

  • Thieves have to be able to jump into the middle of executing

  • functions and pick up from where they left off,

  • from where other processors in the system left off.

  • Syncs have to be able to stall functions appropriately,

  • based only on those functions' nested child sub computations.

  • So we have three big considerations

  • that we need to pick apart so far.

  • That's not the whole story, though.

  • Any ideas what other functionality we

  • need to worry about, for implementing this Cilk system?

  • It's kind of an open ended question, but any thoughts?

  • We have serial execution, spawning, stealing, and syncing

  • as top level concerns.

  • Anyone remember some other features of Cilk

  • that the runtime system magically makes happen,

  • correctly?

  • It's probably been a while since you've seen those.

  • Yeah.

  • AUDIENCE: Cilk for loops divide and conquer?

  • TAO SCHARDL: The Cilk for loops divide and conquer.

  • Somehow, the runtime system does have to implement Cilk fours.

  • The Cilk fours end up getting implemented internally,

  • with spawns and syncs.

  • That's courtesy of the compiler.

  • Yeah, courtesy of the compiler.

  • So we wont look too hard at Cilk fors today,

  • but that's definitely one concern.

  • Good observation.

  • Any other thoughts, sort of low level system details

  • that Cilk needs to implement correctly?

  • Cache coherence-- it actually doesn't

  • need to worry too much about cache coherence

  • although, given the latest performance numbers

  • I've seen from Cilk, maybe it should worry more

  • about the cache.

  • But it turns out the hardware does

  • a pretty good job maintaining the cache coherence

  • protocol itself.

  • But good guess .

  • It's not really a tough question,

  • because it's really just calling back memories of old lectures.

  • I think you recently had a quiz on this material,

  • so it's probably safe to say that all that material has

  • been paged out of your brain at this point.

  • So I'll just spoil the fun for you.

  • Cilk has a notion of a cactus stack.

  • So we talked a little bit about processors

  • jumping into the middle of an executing function

  • and somehow having the state of that function available.

  • One consideration is registered state,

  • but another consideration is the stack itself.

  • And Cilk supports the C's rule for pointers,

  • namely that children can see pointers into parent frames,

  • but parents can't see pointers into child frames.

  • Now each processor, each worker in a Cilk system,

  • needs to have its own view of the stack.

  • But those views aren't necessarily independent.

  • In this picture, all five processors

  • share the same view of the frame for Function A instantiation A,

  • then processors three through five all share

  • the same view for the instantiation of C.

  • So somehow, Cilk has to make all of those views

  • available and consistent but not quite the same, sort

  • of consistent as we get with cache coherence.

  • Cilk somehow has to implement this cactus stack.

  • So that's another consideration that we have to worry about.

  • And then there's one more kind of funny detail.

  • If we take another look at work stealing itself--

  • you may remember we had this picture from several lectures

  • ago where we have processors on the system,

  • each maintains its own deck of frames,

  • and workers are allowed to steal frames from each other.

  • But if we take a look at how this all unfolds,

  • yes we may have a processor that performs a call,

  • and that'll push another frame for a called function

  • onto its deque on the bottom.

  • It may spawn, and that'll push a spawn frame

  • onto the bottom of its deck.

  • But if we fast forward a little bit

  • and we get in up with a worker with nothing to do,

  • that worker is going to go ahead and steal,

  • picking another worker in the system at random.

  • And it's going to steal from the top of the deque.

  • But it's not just going to steal the topmost item on the deque.

  • It's actually going to steal a chunk of items from the deque.

  • In particular, if it selects the third processor

  • in this picture, third from the left,

  • this thief is going to steal everything

  • through the parent of the next spawned frame.

  • It needs to take this whole stack of frames,

  • and it's not clear a priori how many frames

  • the worker is going to have to steal in this case.

  • But nevertheless, it needs to take all those frames

  • and resume execution.

  • After all, that bottom was a call frame that it just stole.

  • That's where there's a continuation

  • with work available to be done in parallel.

  • And so, if we think about it, there

  • are a lot of questions that arise.

  • What's involved in stealing frames?

  • What synchronization does this system have to implement?

  • What happens to the stack?

  • It looks like we just shifted some frames from one processor

  • to another, but the first processor, the victim,

  • still needs access to the data in that stack.

  • So how does that part work, and how does any of this actually

  • become efficient?

  • So now we have a pretty decent list of functionality

  • that we need out of the Cilk runtime system.

  • We need serial execution to work.

  • We need thieves to be able to jump into the middle of running

  • functions.

  • We need sinks to synchronize in this nested, fine grain way.

  • We need to implement a cactus stack for all the workers

  • to see.

  • And these have to deal with mixtures of spawned frames

  • and called frames that may be available

  • when they steal a computation.

  • So that's a bunch of considerations.

  • Is this the whole picture?

  • Well, there's a little bit more to it than that.

  • So before I give you an answers, I'm

  • just going to keep raising questions.

  • And now I want to raise some questions concerning

  • the performance of the system.

  • How do we want to design the system

  • to get good parallel execution times?

  • Well if we take a look at the work stealing bounds for Cilk,

  • the Cilk's work stealing scheduler

  • achieves an expected running time of Tp,

  • on P processors, which is proportional to the work

  • of the computation divided by the number of processors,

  • plus something on the order of the span of the computation.

  • Now if we take a look at this running time bound,

  • we can decompose it into two pieces.

  • The T1 over P part, that's really the time

  • that the parallel workers on the system spend doing actual work.

  • They're P of those workers, they're all making progress

  • on the work of the computation.

  • That comes out to T of one over P.

  • The other part of the bound, order T infinity, that's

  • a time that turns out to be the time that workers

  • spend stealing computation from each other.

  • And ideally, what we want when we paralyze a program using

  • Cilk, is we want to see this program achieve linear speedup.

  • That means that if we give the program more processors to run,

  • if we increase P, we want to see the execution time

  • decrease, linearly, with P.

  • And that means we want the of the workers in the Cilk system

  • to spend most of the time doing useful work.

  • We don't want the workers spending a lot of time

  • stealing from each other.

  • In fact, we want even more than this.

  • We don't just want work divided by number of processors.

  • We really care about how the performance compares

  • to the running time of the original serial code

  • that we were given, that we parallelized.

  • That original serial code ran in time Ts of S.

  • And now we paralyze it using Cilk spawn, Cilk sync,

  • or in this case, Cilk for.

  • And ideally, with sufficient parallelism,

  • we'll guarantee that the running time is

  • going to be Ts of P proportional to the work of a processor, T1

  • divided by P. But we really want to speed up compared

  • to Ts of S. So that's our goal.

  • We want Tp to be proportional to Ts of S over P.

  • That says that we want the serial running time

  • to be pretty close to the work of the parallel computation.

  • So the one processor running time of our Cilk code, ideally,

  • should look pretty close to the running time

  • of the original serial code.

  • So just to put these pieces together,

  • if we were originally given a serial program that

  • ran on time Ts of S, and we parallelize it using Cilk,

  • we end up with a parallel program with work T1

  • and span T infinity.

  • We want to achieve linear speed up on P processors,

  • compared to the original serial running time.

  • In order to do that, we need two things.

  • We need ample parallelism.

  • T1 one over T infinity should be a lot bigger than P.

  • And we've seen why that's the case in lectures past.

  • We also want what's called high work efficiency.

  • We want the ratio of the serial running time divided

  • by the work of the still computation

  • to be pretty close to one, as close as possible.

  • Now, the Cilk runtime system is designed with these two

  • observations in mind.

  • And in particular, the Cilk runtime system

  • says, suppose that we have a Cilk program that

  • has ample parallelism.

  • It has efficient parallelism to make

  • good use of the available parallel processors.

  • Then in implementing the Cilk runtime,

  • we have a goal to maintain high work efficiency.

  • And to maintain high work efficiency,

  • the Cilk runtime system abides by what's

  • called the work first principle, which

  • is to optimize the ordinary serial execution

  • of the program, even at the expense of some additional cost

  • to steals.

  • Now at 30,000 feet, the way that the Cilk runtime system

  • implements the work first principle

  • and makes all these components work

  • is by dividing the job between both the compiler

  • and the runtime system library.

  • The compiler uses a handful of small data structures,

  • including workers and stack frames,

  • and implements optimized fast paths

  • for execution of functions, which should be

  • executed when no steals occur.

  • The runtime system library handles issues

  • with the parallel execution.

  • And uses larger data structures that maintain parallel

  • running time state.

  • And it handles slower paths of execution,

  • in particular when seals actually occur.

  • So those are all the considerations.

  • We have a lot of functionality requirements

  • and we have some performance considerations.

  • We want to optimize the work, even

  • at the expense of some steals.

  • Let's finally take a look at how Cilk works.

  • How do we deal with all these problems?

  • I imagine some you may have some ideas as to how you might

  • tackle one issue or another, but let's see what really happens.

  • Let's start from the beginning.

  • How do we implement a worker deque?

  • Now for this discussion, we're going

  • to use a running example with just a really, really

  • simple, Cilk routine.

  • It's not even as complicated as fib.

  • We're going to have a function foo that, at one point,

  • spawns a function bar, in the continuation calls baz,

  • performs a sync, and then returns.

  • And just to establish some terminology,

  • foo will be what we call a spawning function,

  • meaning that foo is capable of executing a Cilk spawn

  • statement.

  • The function bar is spawned by foo.

  • We can see that from the Cilk spawn in front of bar.

  • And the call to baz occurs in the continuation of that Cilk

  • spawn, simple picture.

  • Everyone good so far?

  • Any questions about the functionality requirements,

  • terminology, performance considerations?

  • OK.

  • So now we're going to take a hard look at just one worker

  • and we're going to say, conceptually, we

  • have this deque-like structure which has spawned frames

  • and called frames.

  • Let's ignore the rest of the workers on the system.

  • Let's not worry about--

  • well, we'll worry a little bit about how steals can work,

  • but we're just going to focus on the actions

  • that one worker performs.

  • How do we implement this deque?

  • And we want the worker to operate on its own deck,

  • a lot like a stack.

  • It's going to push and pop frames from the bottom

  • up the deque.

  • Steals need to be able to transfer

  • ownership of several consecutive frames

  • from the top of the deque.

  • And thieves need to be able to resume a continuation.

  • So the way that the Cilk system does this,

  • to bring this concept into an implementation,

  • is that it's going to implement the deque externally

  • from the actual call stack.

  • Those frames will still be in a stack somewhere

  • and they'll be managed, roughly speaking,

  • with a standard calling convention.

  • But the worker is going to maintain a separate deque data

  • structure, which will contain pointers into this stack.

  • And the worker itself will maintain the deque

  • using head and tail pointers.

  • Now in addition to this picture, the frames

  • that are available to be stolen--

  • the frames that have computation that a thief can

  • come along and execute--

  • those frames will store an additional local structure

  • that will contain information as necessary for stealing

  • to occur.

  • Does this make sense?

  • Questions so far?

  • Ordinary call stack, deque lives outside of it,

  • worker points at the deque, pretty simple design.

  • So I mentioned that the compiler used relatively lightweight

  • structures.

  • This is essentially one of them.

  • And if we take a look at the implementation of the Cilk

  • runtime system, this is the essence of it.

  • There are some additional implementation details,

  • but these are the core--

  • this is, in a sense, the core piece of the design.

  • So the rest is just details.

  • The Intel Cilk Plus runtime system

  • takes this design and elaborates on it in a variety of ways.

  • And we're going to take a look at those elaborations.

  • First off, what we'll see is that

  • every spawned subcomputation ends up

  • being executed within its own helper function, which

  • the compiler will generate.

  • That's called a spawn helper function.

  • And then the runtime system is going

  • to maintain a few basic data structures as the workers

  • execute their work.

  • There'll be a structure for the worker, which

  • will look similar to what we just saw in the previous slide.

  • There'll be a Cilk stack frame structure

  • for each instantiation of a spawning function,

  • some function that can perform and spawn.

  • And there'll be a stack-frame structure

  • for each spawn helper, each instantiation that is spawned.

  • Now if we take another look at the compiled code

  • we had before, some of it starts to make some sense.

  • Originally, we had our spawning function foo and a statement

  • that spawned off, called a bar.

  • And in the C pseudocode of the compiled results,

  • we see that we have two functions.

  • The first function foo--

  • that's our spawning function-- it's got a bunch of stuff

  • in it, and we'll figure out what that's doing in a second.

  • But there's a second function, and that second function

  • is the spawn helper.

  • And that spawn helper actually contains

  • a statement which calls bar and ultimately saves the result.

  • Make sense?

  • Now we're starting to understand some of the confusing C

  • pseudocode we saw before.

  • And if we take a look at each of these routines we see,

  • indeed, there is a stack frame structure.

  • And so in Intel Cilk Plus it's called a Cilk RTS stack frame,

  • very creative name, I know.

  • And it's just added as an extra local variable

  • in each of these functions.

  • You got one inside of foo, because that's

  • a spawning function, and you get one inside of the spawn helper.

  • Now if we dive into the Cilk stack frame structure itself,

  • by cracking open the source code for the Intel Cilk Plus

  • runtime, we see that there are a lot of fields in the structure.

  • The main fields are as follows-- there is a buffer, a context

  • buffer, and that's going to contain enough information

  • to resume a function at a continuation,

  • particularly to mean after a Cilk spawn or, in fact,

  • after a Cilk sync statement.

  • There's an additional integer in the stack frame called flags,

  • which will summarize the state of the Cilk stack rate,

  • and we'll see a little bit more about that later.

  • And there's going to be a pointer to a parent Cilk stack

  • frame that's somewhere above this Cilk RTS stack frame,

  • somewhere in the call stack.

  • So these Cilk RTS stack frames, these

  • are the extra bit of state that the Cilk runtime system adds

  • to the ordinary call stack.

  • So if we take a look at the actual worker structure,

  • it's a lot like what we saw before.

  • We have a deque that's external to the call stack.

  • The Cilk worker maintains head and tail pointers to the deque.

  • The Cilk workers are also going to maintain a pointer

  • to the current Cilk RTS stack frame, which

  • will tend to be somewhere near the bottom of the stack.

  • OK, so those are the basic data structures that a single worker

  • is going to maintain.

  • That includes the deque.

  • Let's see them all in action, shall we?

  • Any questions about that so far, before we

  • start watching pointers fly?

  • Yeah.

  • AUDIENCE: I guess with the previous slide,

  • there were arrows on the workers' call stack.

  • What do you [INAUDIBLE]?

  • TAO SCHARDL: What do the arrows among the elements on the call

  • stack mean?

  • So in this picture of the call stack,

  • function instantiations are actually in green,

  • and local variables-- specifically the Cilk RTS stack

  • frames--

  • those show up in beige.

  • So foo SF is the Cilk RTS stack frame inside the instantiation

  • of foo.

  • It's just a local variable that's also

  • stored in the stack, right?

  • Now, the Cilk RTS stack frame maintains a parent pointer,

  • and it maintains a pointer up to some Cilk RTS stack

  • frame above it on the stack.

  • It's just another local variable, also stored

  • in the stack.

  • So when we step away and look at the whole call stack

  • with all the function frames and the Cilk RTS stack frames,

  • that's where we get the pointers climbing up the stack.

  • We're good?

  • Other questions?

  • All right, let's make some pointers fly.

  • OK, this is going to be kind of a letdown,

  • because the first thing we're going to look at is some code.

  • So we're not going to have pointers flying just yet.

  • We can take a look at the code for the spawning function foo,

  • at this point.

  • And there's a lot of extra code in here, clearly.

  • I've highlighted a lot of stuff on this slide,

  • and all the highlighted material is

  • related to the execution of the Cilk runtime system.

  • But basically, if we look at this code,

  • we can understand each of these pieces.

  • Each of them has some role to play in making the Cilk runtime

  • system work.

  • So at the very beginning, we have our Cilk stack frame

  • structure.

  • And there's a call to this enter frame

  • function, which all that really does

  • is initialize the stack frame.

  • That's all the function is doing.

  • Later on, we find that there's this set jump routine--

  • we'll talk a lot more about set jump in a bit--

  • that, at this point, we can say the set jump prepares

  • the function for a spawn.

  • And inside the conditional, where

  • the set jump occurs as a predicate,

  • we have a call to spawn bar.

  • If we remember from a couple of slides ago,

  • spawn bar was our spawn helper function.

  • So we're here, we're just invoking the spawn helper.

  • Later on in the code, we have another blob

  • of conditionals with a Cilk RTS sync call, deep inside.

  • All that code performs a sync.

  • We'll talk about that a bit near the end of lecture.

  • And finally, at the end of the spawning function,

  • we have a call to pop frame, which just cleans up

  • the Cilk stack frame structure within this function.

  • And then there's a call to leave frame, which essentially

  • cleans up the deque.

  • That's the spawning function.

  • This is the spawn helper.

  • It looks somewhat similar.

  • I've added extra whitespace just to make the slide

  • a little bit prettier.

  • And in some ways, it's similar to the spawning function

  • itself.

  • We have a Cilk RTS stack frame [INAUDIBLE] spawn helper,

  • another call to enter frame, which

  • is just a little bit different.

  • But essentially, it initializes the stack frame.

  • Its reason to be is similar to the enter frame

  • call we saw before.

  • There's a call to Cilk RTS detach,

  • which performs a bunch of updates on the deque.

  • Then there is the actual invocation

  • of the spawn subroutine.

  • This is where we're calling bar.

  • And finally, at the end of the function,

  • there is a call to pop frame, to clean up the stack structure,

  • and a call to leave frame, which will clean up the deck

  • and possibly return.

  • It'll try to return.

  • We'll see more about that.

  • So let's watch all of this in action.

  • Question?

  • OK, cool.

  • Let's see all of this in action.

  • We'll start off with a pretty boring picture.

  • All we've got on our call stack is main,

  • and our Cilk worker has nothing on its deque.

  • But now we suppose that main calls our responding function

  • foo, and the spawning function foo

  • contains a Cilk RTS stack frame.

  • What we're going to do in the Cilk worker, what that enter

  • frame call is going to perform, all it's going to do

  • is update the current stack frame.

  • We now have a Cilk RTS stack frame,

  • make sure the worker points at it, that's all.

  • Fast forward a little bit, and foo encounters

  • this call to Cilk spawn a bar.

  • And in the C pseudocode that's compiled for foo,

  • we have a set jump routine.

  • This set jump is kind of a magical function.

  • This is the function that allows thieves

  • to steal the continuation.

  • And in particular, the set jump takes, as an argument,

  • a buffer.

  • In this case, it's the context buffer

  • that we have in the Cilk RTS stack frame.

  • And what the set jump will do is it

  • will store information that's necessary to resume

  • the function at the location of the set jump.

  • And it stores that information into the buffer.

  • Can anyone guess what that information might be?

  • AUDIENCE: The instruction points at [INAUDIBLE]..

  • TAO SCHARDL: Instruction pointer or stock pointer,

  • I believe both of those are in the frame.

  • Yeah, both of those are in the frame.

  • Good, what else?

  • AUDIENCE: All the registers are in use.

  • TAO SCHARDL: All the registers are currently in use.

  • Does it need all the registers?

  • You're absolutely on the right track,

  • but is there any way it could restrict the set of registers

  • it needs to save?

  • AUDIENCE: The registers are used later in the execution.

  • TAO SCHARDL: That's part of it.

  • Set jump isn't that clever though,

  • so it just stores a predetermined set of registers.

  • But there is another way to restrict the set.

  • AUDIENCE: [INAUDIBLE]

  • TAO SCHARDL: Only registers uses parameters

  • in the called function, yeah, close enough.

  • Callee-saved registers.

  • So registers that the function might--

  • that it's the responsibility of foo to save,

  • this goes all the way back to that discussion in lecture,

  • I don't remember which small number, talking

  • about the calling convention.

  • These registers need to be saved,

  • as well as the instruction pointer and various stack

  • pointers.

  • Those are what gets saved into the buffer.

  • The other registers, well, we're about to call a function,

  • it's up to that other function to save the registers

  • appropriately.

  • So we don't need to worry about those.

  • So all good?

  • Any questions about that?

  • All right, so this set jump routine,

  • let's take it for granted that when

  • we call a set jump on this given buffer, it returns zero.

  • That's a good lie for now.

  • We'll just run with it.

  • So set jump returs zero.

  • The condition says, if not zero--

  • which turns out to be true--

  • and so the next thing that happens

  • is this call to the spawn helper, spawn_bar,

  • in this case.

  • When we call spawn_bar, what happens to our stack?

  • So this should look pretty routine.

  • We're doing a function call, and so we

  • push the frame for the called function onto the stack.

  • And that called function, spawn bar,

  • contains a local variable, which is

  • this [INAUDIBLE] stack frame.

  • So that also gets pushed onto the stack,

  • pretty straightforward.

  • We've seen function calls many times before.

  • This should look pretty familiar.

  • Now we do this Cilk RTS enter frame fast routine.

  • And I mentioned before that that's going

  • to update the worker structure.

  • So what's going to happen here?

  • Well, we have a brand new Cilk RTS stack frame on the stack.

  • Any guesses as to what change we make?

  • What would enter frame do?

  • AUDIENCE: [INAUDIBLE]

  • TAO SCHARDL: Point current stack frame

  • to spawn in bar stack frame, you're right.

  • Anything else?

  • Hope I got this animation right.

  • What are the various fields within the stack frame?

  • And what did-- sorry, I don't know your name.

  • What's your name?

  • AUDIENCE: I'm Greg.

  • TAO SCHARDL: Greg, what did Greg ask about before,

  • when we saw an earlier picture of the call stack?

  • AUDIENCE: Set a pointer to the parent.

  • TAO SCHARDL: Set a pointer to the parent, exactly.

  • So what we're going to do is we're

  • going to take this call stack, we'll

  • do the enter frame fast routine.

  • That establishes this parent pointer in our brand new stack

  • frame.

  • And we update the worker's current stack frame to point

  • at the bottom.

  • Yeah, question?

  • AUDIENCE: How does enter frame know what the parent is?

  • TAO SCHARDL: How does enter frame know what the parent is?

  • Good question.

  • Enter frame knows the worker.

  • Or rather, enter frame can do a call, which will give it access

  • to the Cilk worker structure.

  • And because it can do a call, it can

  • read the current stack frame pointer in the worker.

  • AUDIENCE: So we do [INAUDIBLE] before we

  • change the current [INAUDIBLE]?

  • TAO SCHARDL: Yeah, in this case we do.

  • So we add the parent pointer, then we delete and update.

  • So, good catch.

  • Any other questions?

  • Cool.

  • All right, now we encounter this thing, Cilk RTS detach.

  • This one's kind of exciting.

  • Finally we get to do something to the deque.

  • Any guesses what we do?

  • How do we update the deque?

  • Here's a hint.

  • Cilk RTS detach allows--

  • this is the function that allows some computation to be stolen.

  • Once Cilk RTS detach is done executing,

  • a thief could come along and steal the continuation

  • of the Cilk spawn.

  • So what would Cilk RTS detach do to our worker

  • and its structures?

  • Yeah, in the back.

  • AUDIENCE: Push the stack frame to the worker deque?

  • TAO SCHARDL: Push the stack frame to the worker deque,

  • specifically at the tail.

  • Right, I gave it away by clicking the animation,

  • oh well.

  • Now the thing that's available to be stolen is inside of foo.

  • So what ends up getting pushed onto the deque

  • is not the current stack frame, but in fact

  • its immediate parent, so the stack frame of foo.

  • That gets pushed onto the tail of the deque.

  • And we now push something onto the tail of a deque.

  • And so we advance the tail pointer.

  • Still good, everyone?

  • I see some nods.

  • I see at least one nod.

  • I'll take it.

  • But feel free to ask questions, of course.

  • And then of course there is this invocation of bar.

  • This does what you might expect.

  • It calls bar, no magic here.

  • Well, no new magic here.

  • OK, fast forward, let's suppose that bar finally returns.

  • And now we return to the statement

  • after bar in the spawn helper.

  • That statement is the pop frame.

  • Actually, since we just returned from bar,

  • we need to get rid of bar from the stack frame.

  • Good, now we can execute the pop frame.

  • What would the pop frame do?

  • It's going to clean up the stack frame structure.

  • So what would that entail, any guesses?

  • AUDIENCE: I guess it would move the current stack frame back

  • to the parent stack frame?

  • TAO SCHARDL: Move the current stack frame back to the parent,

  • very good.

  • I think that's largely it.

  • I guess there's one other thing it can do.

  • It's kind of optional, given that it's going

  • to garbage the memory anyway.

  • So it updates the current stack frame to point to the parent,

  • and now it no longer needs that parent pointer.

  • So it can clean that up, in principle.

  • And then there's this call to Cilk RTS leave frame.

  • This is magic-- well, not really, but it's not obvious.

  • This is a function call that may or may not return.

  • Welcome to the Cilk runtime system.

  • You end up with calls to functions

  • that you may never return from.

  • This happens all the time.

  • And the Cilk RTS leave frame may or may not

  • return, based entirely on what's on the status

  • of the deque, what content is currently

  • sitting on the workers' deque.

  • Anyone have a guess as to why the leave frame

  • routine might not return, in the conventional sense?

  • AUDIENCE: There's nothing else for the worker to do,

  • so it'll sit there spinning.

  • TAO SCHARDL: If there's nothing left to do on the deck,

  • then it's going to-- sorry, say again?

  • AUDIENCE: It'll just wait until there's work you can steal?

  • TAO SCHARDL: Right, if there's nothing on the deque,

  • then it has nowhere to return to.

  • And so naturally, as we've seen from Cilk workers in the past,

  • it discovers there's nothing on the deque, there's no work

  • to do, time to turn to a life of crime,

  • and try to steal work from someone else.

  • So there are two possible scenarios.

  • The pop could succeed and execution continues as normal,

  • or it fails and it becomes a thief.

  • Now which of these two cases do you

  • think is more important for the runtime system to optimize?

  • Success, case one, exactly, so why is that?

  • AUDIENCE: [INAUDIBLE]

  • TAO SCHARDL: At least, we hope so, yeah.

  • We assume-- this hearkens all the way back to that work first

  • principle--

  • we assume that in the common case,

  • workers are doing useful work, they're

  • not just spending their time stealing from each other.

  • And therefore, ideally, we want to assume

  • that the worker will do what's normal,

  • just an ordinary serial execution.

  • In a normal serial execution, there

  • is something on the deque, the pop succeeds, that's case one.

  • So what we'll see is that the runtime system, in fact,

  • does a little bit of optimization on case one.

  • Let's talk about something a little more exciting.

  • How about stealing computation.

  • We like stealing stuff from each other.

  • Yes?

  • AUDIENCE: [INAUDIBLE]

  • TAO SCHARDL: Where does it return the results?

  • So where does it return the result in the spawn bar?

  • The answer you can kind of see two lines above this.

  • So in this case, in the original Cilk code,

  • we had X equals Cilk spawn of bar.

  • And here, what are the parameters to our spawn bar

  • function?

  • X and N. Now N is the input to bar, right?

  • So what's X?

  • AUDIENCE: [INAUDIBLE]

  • TAO SCHARDL: You can rewind a little bit

  • and see that you are correct.

  • There we go.

  • Yeah, so the original Cilk code, we had X equals Cilk spawn bar.

  • That's the same X. All that Cilk does

  • is pass a pointer to the memory allocated

  • for that variable down to the spawn helper.

  • And now the spawn helper, when it calls bar and that returns,

  • it gets stored into that storage in the parent stack frame.

  • Good catch.

  • Good observation.

  • Any questions about that?

  • Does that make sense?

  • Cool.

  • Probably used too many animations in these slides.

  • All right, now let's talk about stealing.

  • How does a worker steal computation?

  • Now the conceptual diagram we had before

  • saw this one worker, with nothing on its deque,

  • take a couple of frames from another workers deque

  • and just slide them on over.

  • What does that actually look like in the implementation?

  • Well, we're still going to take from the top of the deque,

  • but now we have a picture that's a little bit more

  • accurate in terms of the structures that are really

  • implemented in the system.

  • So we have the call stack of the victim,

  • and the victim also has a deque data structure and a Cilk

  • worker data structure, with head and tail pointers

  • and a current stack frame.

  • So what happens when a thief comes along out of nowhere?

  • It's bored, it has nothing on its deque.

  • Head and tail pointers both point to the top.

  • Current stack frame has nothing.

  • What's the thief going to do?

  • Any guesses?

  • How does this thief take the content

  • from the worker's deque?

  • AUDIENCE: The worker sets their current stack frame

  • to the one that [INAUDIBLE]

  • TAO SCHARDL: Exactly right, yeah.

  • Sorry, was that--

  • I didn't mean to interrupt.

  • All right, cool.

  • So the red highlighting should give a little bit of a hint.

  • The current stack frame in the thief

  • is going to end up pointing to the stack frame

  • at the top of the deque, pointed to by the top of the deque.

  • And the head of the deque needs to be updated.

  • So let's just see all those pointers shuffle.

  • The thief is going to target the head of the deque.

  • It's going to deque that item from the top of the deck.

  • It's going to set the current stack frame

  • to point to that item, and it will delete the pointer

  • on the deque.

  • That make sense?

  • Cool.

  • Now the victim and the thief are on different processors,

  • and this scenario involves shuffling a lot of pointers

  • around.

  • So if we think about this process,

  • there needs to be some way to handle

  • the concurrent accesses that are going to occur

  • on the head of the deque.

  • You haven't talked about synchronization

  • yet in this class, that's going to be a couple lectures down

  • the road.

  • I'll give you a couple of spoilers

  • for those synchronization lectures.

  • First off, synchronization is expensive.

  • And second, reasoning about synchronization

  • is a source of massive headaches.

  • Congratulations, you now know those two lectures.

  • No, I'm just kidding.

  • Go to the lectures, you'll learn a lot, they're great.

  • In the Cilk runtime system, the way

  • that those concurrent accesses are handled

  • is by using a protocol known as the THE protocol.

  • This is pseudo code for most of the logic in the THE protocol.

  • There's a protocol that the worker, executing work

  • normally, follows.

  • And there is the protocol for the thief.

  • I'm not going to walk through all the lines of code

  • here and describe what they do.

  • I'll just give you the very high level view of this protocol.

  • From the thief's perspective, the thief

  • always grabs a lock on the deque before doing any operations

  • on the deque.

  • Always acquire the lock first.

  • For the worker, it's a little bit more optimized.

  • So what the worker will do is optimistically try

  • to pop something from the bottom of the deque.

  • And only if it looks like that pop operation fails

  • does the worker do something more complicated.

  • Only then does it try to acquire a lock on the deque,

  • then try to pop something off, see if it really

  • succeeds or fails, and possibly turn to a life of crime.

  • So the worker's protocol looks longer,

  • but that's just because the worker implements

  • a special case, which is optimized for the common case.

  • This is essentially where the leave frame routine,

  • that we saw before, is optimized for case one, optimized

  • for the pop from the deque succeeding.

  • Any questions about that?

  • Seem clear from 30,000 feet?

  • Cool.

  • OK, so that's how a worker steals work

  • from the top of the victim's deque.

  • Now, that thief needs to resume a continuation.

  • And this is that whole process about jumping into the middle

  • of an executing function.

  • It already has a frame, it already

  • has a [INAUDIBLE] state going on,

  • and all that was established by a different processor.

  • So somehow that thief has to magically come up

  • with the right state and start executing that function.

  • How does that happen?

  • Well, this has to do with a routine that's

  • the complement of the set jump routine we saw before.

  • The complement of set jump is what's called long jump.

  • So Cilk uses, in particular Cilk thieves,

  • use the long jump function in order

  • to resume a stolen continuation.

  • Previously, in our spawning function foo,

  • we had this set jump call.

  • And that set jump saved some state to a local buffer,

  • in particular the buffer in the stack frame of foo.

  • Now the thief has just created this Cilk worker structure,

  • where the current stack frame is pointing

  • at the stack frame of foo.

  • And so what the thief will do is it'll execute a call,

  • it'll execute the statement, it will execute the long jump

  • function, passing that particular stack frame's buffer

  • and an additional argument, and that long jump

  • will take the registered state stored in the buffer,

  • put that registered state into the worker,

  • and then let the worker proceed.

  • That make sense?

  • Any questions about that?

  • This is kind of a wacky routine because, if you remember,

  • one of the registers stored in that buffer

  • is an instruction pointer.

  • And so it's going to read the instruction pointer out

  • of the buffer.

  • It's also going to read a bunch of callee-saved registers

  • and stack pointers out of the buffer.

  • And it is going to say, that's my register state now,

  • that's what the thief says.

  • It just stole that register state.

  • And it's going to set its RAP to be the RAP it just read.

  • So what does that mean for where the long jump routine returns?

  • AUDIENCE: It returns into the stack frame

  • above the [INAUDIBLE]

  • TAO SCHARDL: Returns the stack frame

  • above the one it just stole.

  • More or less, but more specifically,

  • where in that function does it return?

  • AUDIENCE: Just after the call.

  • TAO SCHARDL: Which call?

  • AUDIENCE: [INAUDIBLE]

  • TAO SCHARDL: To the spawn bar, here?

  • Almost, very, very close, very, very close.

  • What ends up happening is that the long jump effectively

  • returns from the set jump a second time.

  • This is the weird protocol between set jump and long jump.

  • Set jump, you pass it a buffer, it saves and registers state,

  • and then it returns.

  • And it returns immediately, and on its directed vocation,

  • that set jump call returns the value zero,

  • as we mentioned before.

  • Now if you invoke a long jump using the same buffer,

  • that causes the processor to effectively return

  • from the same set jump call.

  • They use the same buffer.

  • But now it's going to return with a different value,

  • and it's going to return with the value specified

  • in the second argument.

  • So invoking long jump of buffer X returns

  • from that set jump with the value

  • X. So when the thief executes a long jump

  • with the appropriate buffer, and the second argument is one,

  • what happens?

  • Can anyone walk me through this?

  • Oh, it's on the slide, OK.

  • So now that set jump effectively returns a second time,

  • but now it returns with a value one.

  • And now the predicate gets evaluated.

  • So if not one, which would be if false,

  • well don't do the consequent, because the predicate

  • was false.

  • And that means it's going to skip the call to spawn bar,

  • and it'll just fall through and execute the stuff right

  • after that conditional, which happens to be

  • the continuation of the spawn.

  • That's kind of neat.

  • I think that's kind of neat, being unbiased.

  • Anyone else think that's kind of neat?

  • Excellent.

  • Anyone desperately confused about this set jump, long jump

  • nonsense?

  • Any questions you want to ask, or just

  • generally confused about why these things

  • exist in modern computing?

  • Yeah.

  • AUDIENCE: Is there any reason you couldn't just

  • add, like, [INAUDIBLE] to the instruction point

  • and jump over the call, instead?

  • TAO SCHARDL: Is there any reason you couldn't just

  • add some fixed offset to the instruction pointer

  • to jump over the call?

  • In principle, I think, if you can statically

  • compute the distance you need to jump,

  • then you can just add that to RIP and let the long jump

  • do its thing.

  • Or rather, the thief will just adopt that RIP

  • and end up in the right place.

  • What's done here is--

  • basically, this was the protocol that the existing set

  • jump and long jump routines implement.

  • And I imagine it's a bit more flexible of a protocol

  • than what you strictly need for the Cilk runtime.

  • And so, you know, it ends up working out.

  • But if you can statically compute that offset,

  • there's no reason in principle you couldn't

  • adopt a different approach.

  • So, good observation.

  • Any questions?

  • Any other questions?

  • It's fine to be generally confused

  • why their routines, set jump and long jump,

  • with this wacky behavior.

  • Compiler writers have that reaction all the time.

  • These are a nightmare to compile.

  • Anyway, OK, so we've seen how a thief can take some computation

  • off of a victim's deque, and we've

  • seen how the thief can jump right

  • into the middle of an executing function

  • with the appropriate register state.

  • Is this the end of the story?

  • Is there anything else we need to talk about,

  • with respect to stealing?

  • Or, more pointedly, what else do we not need to talk about

  • with respect to stealing?

  • You're welcome to answer, if you like.

  • OK.

  • Hey, remember that list of concerns

  • we had at the beginning?

  • List of requirements is what it was called.

  • We will talk about syncs, but not just yet.

  • What other thing was brought up?

  • Remember this slide from a previous lecture?

  • Here's another hint.

  • So the register state is certainly

  • part of the state of an executing function.

  • What else defines a state of an executing function?

  • Where doe the other state of the function live?

  • It lives on the stack, so what is there to talk

  • about regarding the stack?

  • AUDIENCE: Cactus stack.

  • TAO SCHARDL: The cactus stack, exactly.

  • So you mentioned before that thieves

  • need to implement this cactus stack abstraction

  • for the Cilk runtime system.

  • Why exactly do we need this cactus stack?

  • What's wrong with just having the thief use the victim's

  • stack?

  • AUDIENCE: [INAUDIBLE]

  • TAO SCHARDL: The victim might just free up a bunch of stuff

  • and then it's no longer accessible.

  • So it can free some amount of stuff, in particular everything

  • up to the function foo, but in fact

  • it can't return from the function foo

  • because some other--

  • well, assuming that the Cilk RTS leave frame thing

  • is implemented--

  • the function foo is no longer in the stack,

  • it won't ever reach it.

  • So it won't return from the function foo

  • while another worker is working on it.

  • But good observation.

  • There is something else that can go wrong

  • if the thief just directly uses the victim's stack.

  • Well, let's take a hint from the slide we have so far.

  • So the example that's going to be shown

  • is that the thief steals the continuation of foo,

  • and then the thief is going to call a function baz.

  • So the thief is using the victim's stack,

  • and then it calls a function baz.

  • What goes wrong?

  • AUDIENCE: The victim has called something,

  • but underneath, there is some other function

  • stack [INAUDIBLE]

  • TAO SCHARDL: Exactly.

  • The victim in this picture, for example,

  • has some other functions on its stack below foo.

  • So if the thief does any function calls and is using

  • the same stack, it's going to scribble all over the state

  • of, in this case spawn bar, and bar,

  • which the victim is trying to use and maintain.

  • So the thief will end up corrupting the victim stack.

  • And if you think about it, it's also possible for the victim

  • to call the thief stack.

  • They can't share a stack, but they

  • do want to share some amount of data on the stack.

  • They do both care about the state of foo,

  • and that needs to be consistent across all the workers.

  • But we at least need a separate call stack for the thief.

  • We'd rather not do unnecessary work

  • in order to initialize this call stack, however.

  • We really need this call stack for things that the thief might

  • invoke, local variables the thief might need,

  • or functions that the thief might call or spawn.

  • OK, so how do we implement the cactus stack?

  • We have a victim stack, we have a thief stack,

  • and we have a pretty cute trick, in my opinion.

  • So the thief steals its continuation.

  • It's going to do a little bit of magic with its stack pointers.

  • What it's going to do is it's going

  • to use the RBP it was given, which points out the victim

  • stack, and it's going to set the stack pointer

  • to point at its own stack.

  • So RBP is over there, and RSP, for the thief,

  • is pointing to the beginning of the thief's call stack.

  • And that is basically fine.

  • The thief can access all the state in the function foo,

  • as offsets from RBP, but if the thief

  • needs to do any function calls, we

  • have a calling convention that involves

  • saving RBP and updating RSP in order to execute the call.

  • So in particular, the thief calls the function baz,

  • it saves its current value of RBP onto its own stack,

  • it advances RSP, it says RBP equals RSP,

  • it pushes the stack frame for baz onto the stack,

  • and it advances RSP a little bit further.

  • And just like that, the thief is churning away on its own stack.

  • So just with this magic of RBP pointing there and RSP

  • pointing here, we got our cactus stack.

  • Everyone follow that?

  • Anyone desperately confused by this stack pointer?

  • Who thinks this is kind of a neat trick?

  • All right, cool.

  • Anyone think this is a really mundane trick?

  • Hopefully no one thinks it's a mundane trick.

  • OK, there's like half a hand there, that's fine.

  • I think this is a neat trick, just messing around

  • with the stack pointers.

  • Are there any worries about using RBP and RSP this way?

  • Any concerns that you might think of from using these two

  • stack pointers as described?

  • In a past lecture, briefly mentioned

  • was a compiler optimization for dealing with stacks.

  • Yeah.

  • AUDIENCE: [INAUDIBLE] We were offsetting [INAUDIBLE]

  • TAO SCHARDL: Right, there was a compiler optimization

  • that said, in certain cases you don't need both the base

  • pointer and the stack pointer.

  • You can do all offsets.

  • I think it's actually off the stack pointer,

  • and then the base pointer becomes

  • an additional general purpose register.

  • That optimization clearly does not

  • work if you need the base pointer stack pointer

  • to do this wacky trick.

  • The answer is that the Cilk compiler specifically

  • says, if this function has a continuation that

  • could be stolen, don't do that optimization.

  • It's super illegal, it's very bad, don't do the optimization.

  • So that ends up being the answer.

  • And it costs us a general purpose register

  • for Cilk functions, not the biggest loss

  • in the world, all right.

  • There's a little bit of time left,

  • so we can talk about synchronizing computation.

  • I'll give you a brief version of this.

  • This part gets fairly complicated,

  • and so I'll give you a high level summary

  • of how all of this works.

  • So just to page back in some context,

  • we have this scenario where different processors are

  • executing different parts of our computation dag,

  • and one processor might encounter a Cilk sync statement

  • that it can't execute because some other processor is busy

  • executing a spawn subcomputation.

  • Now, in this case, P3 is waiting on P1

  • to finish its execution before the sync can proceed.

  • And synchronization needs to happen, really,

  • only on the subcomputation that P1 is executing.

  • P2 shouldn't play a role in this.

  • So what exactly happens when a worker reaches a Cilk

  • sync before all the spawned subcomputations return?

  • Well, we'd like the worker to become a thief.

  • We'd rather the worker not just sit there

  • and wait until all the spawned subcomputations return.

  • That's a waste of a perfectly good worker.

  • But we also can't let the worker's current function

  • frame disappear.

  • There is a spawned subcomputation

  • that's using that frame.

  • That frame is its parent.

  • It may be accessing state in that frame,

  • it may be trying to save a return value

  • to some location in that frame.

  • And so the frame has to persist, even

  • if the worker that's working on the frame

  • goes off and becomes a thief.

  • Moreover, in the future, that subcomputation, we believe,

  • should return.

  • And that worker must resume the frame

  • and actually execute past the Cilk sync.

  • Finally, the Cilk sync should only

  • apply to the nested subcomputations

  • underneath its function, not the program in general.

  • And so we don't allow ourselves synchronization, just among all

  • the workers, wholesale.

  • We don't say, OK, we've hit a sync,

  • every worker in the system must reach

  • some point in the execution.

  • We only care about this nested synchronization.

  • So if we think about this, and we're

  • talking about nested synchronization

  • for computations under a function,

  • we have this notion of cactus stack,

  • we have this notion of a tree of function invocations.

  • We may immediately start to think about,

  • well, what if we just maintain some state, in a tree,

  • to keep track of who needs this to synchronize with whom,

  • which computations are waiting on which

  • other computations to finish?

  • And, in fact, that's essentially what the Cilk runtime

  • system does.

  • It maintains a tree of states called full frames,

  • and those full frames store state

  • for the parallel subcomputations.

  • And those full frames keep track of which

  • subcomputations are standing and how they relate to each other.

  • This is a high level picture of a full frame.

  • There are lots of details highlighted, to be honest.

  • But at 30,000 feet, a full frame keeps

  • track of a bunch of information for the parallel execution--

  • I know, I'm giving you the quick version of this--

  • including pointers to parent frames

  • and possibly pointers to child frames, or at least the number

  • of outstanding child frames.

  • The processors, when there's a system,

  • work on what are called active full frames.

  • In the diagram, those full frames

  • are the rounded rectangles highlighted in dark blue.

  • Other full frames in the system are, what we call, suspended.

  • They're waiting on some subcomputation to return.

  • That's what a full frame tree can look like under,

  • some execution.

  • Let's see how a full frame tree can come into being, just

  • by working through an animation.

  • So suppose we have some worker with a bunch of spawned

  • and called frames on its deque.

  • No other workers have anything on their deques.

  • And finally, some worker wants to steal.

  • And I'll admit, this animation is crafted slightly, just

  • to make the pictures a little bit nicer.

  • It can look more complicated in practice,

  • don't worry, if that was actually a worry of yours.

  • So what's going to happen, the thief

  • is going to take some frames from the top of the victim's

  • deque.

  • And it's actually going to steal not just those frames,

  • but the whole full frame structure along with it.

  • The full frame structure is just represented

  • with this rounded rectangle.

  • In fact, it's a constant size thing.

  • But the thief is going to take the whole full frame structure.

  • And it's going to give the victim a brand new full frame

  • and establish the child to parent pointer in the victim's

  • new full frame.

  • That's kind of weird.

  • It's not obvious why the thief would take the full frame

  • as it's stealing computation, at least not from one step.

  • But we can see why it helps, just given one more step.

  • So let's fast forward this picture a little bit,

  • and now we have another worker try to steal some computation,

  • and we have a little bit more stuff going on.

  • So this worker might randomly select the last worker

  • on the right, steal computation from the top of its deque,

  • and it's going to steal the full frame along

  • with the deque frames.

  • And because it stole the full frame,

  • all pointers to that full frame from any child subcomputations

  • are still valid.

  • The child's computation on the left

  • still points to the correct full frame.

  • The full frame that was stolen has the parent context

  • of that child, and so we need to make sure

  • that pointer is still good.

  • If it created a new full frame for itself,

  • then you would have to update the child pointers somehow,

  • and that requires more synchronization and a more

  • complicated protocol.

  • Synchronization is expensive, protocols are complicated.

  • This ends up saving some complexity.

  • And then it creates a frame for the child,

  • and we can see this process unfold

  • just a little bit further.

  • And we'll hold off for a few steals, we end up with a tree.

  • We have two children pointing to one parent,

  • and one of those children has its own child.

  • Great.

  • Now suppose that some worker says, oh, I encountered a sync,

  • can I synchronize?

  • In this case, the worker has an outstanding child computation

  • so it can't synchronize.

  • And so we can't recycle the full frame,

  • we can't recycle any of the stack for this child.

  • And so, instead, the worker will suspend this full frame,

  • turning it from dark blue to light blue in our picture,

  • and it goes and becomes a thief.

  • The program has ample parallelism.

  • What do we expect to typically happen when the program

  • execution reaches a Cilk sync?

  • We're kind of out of time, so I think

  • I'm just going to spoil the answer for this, unless anyone

  • has a guess handy.

  • So what's the common case for a Cilk sync?

  • For the sake of time, the common case

  • is that the executing function has no outstanding children.

  • All the workers on the system were

  • busy doing their own thing, there

  • is no synchronization that's necessary.

  • And so how does the runtime optimize this case?

  • It ends up having the full frame,

  • uses some bits of an associated stack frame,

  • in particular the flag field.

  • And that's why, when we look at the compiled code for a Cilk

  • sync, we see some conditions that evaluate the flags

  • within the local stack frame.

  • That's just an optimization to say, if you don't need a sync,

  • don't do any computation, otherwise some steals really

  • did occur, go ahead and execute the Cilk RTS sync routine.

  • There are a bunch of other runtime features.

  • If you take a look at that picture for a long time,

  • you may be dissatisfied with what that implies about some

  • of the protocols.

  • And there's a lot more code within the runtime system

  • itself, to implement a variety of other features such

  • as support for C++ exceptions, reducer hyperobjects,

  • and a form of IDs called pedigrees.

  • We won't talk about that today.

  • I'm actually all out of time.

  • Thanks for listening to all this about the Cilk runtime system.

  • Feel free to ask any questions after class.

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13.Cilkランタイムシステム (13. The Cilk Runtime System)

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    林宜悉 に公開 2021 年 01 月 14 日
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