Developer Reference
Low Level Kernels
Overview
SFPI is the programming interface to the SFPU. It consists of a C++ wrapper around a RISCV GCC compiler base which has been extended with vector data types and __builtin intrinsics to generate SFPU instructions. SFPI is supported on Grayskull and Wormhole version B0.
The primary design goal of the wrapper is for all but the SFPU instructions to compile to nothing so as to incur zero runtime overhead. Another goal is to, over time, push functionality out of the wrapper and into the compiler.
Compiler Options/Flags
The following flags must be specified to compile SFPI kernels:
-m<arch> -fno-exceptions
where arch
is one of:
grayskull
wormhole
Note that the arch specification above overrides any -march=<xyz>
to either
-march=rv32iy
for grayskull or -march=rv32iw
for wormhole.
Further, the following options disable parts of the SFPI enabled compiler:
-fno-rvtt-sfpu-warn
: disable sfpu specific warnings/errors
-fno-rvtt-sfpu-combine
: disable sfpu instruction combining
-fno-rvtt-sfpu-cc
: disable sfpu CC optimizations
-fno-rvtt-sfpu-replay
: disable sfpu REPLAY optimizations (wormhole only)
Example
Before going into details, below is a simple example of SFPI code:
void silly(bool take_abs)
{
// dst_reg[n] loads into a temporary LREG
vFloat a = dst_reg[0] + 2.0F;
// This emits a load, move, mad (on GS uses the "+/0 .5" feature of MAD)
dst_reg[3] = a * -dst_reg[1] + vConst0p6929 + 0.5F;
// This emits a load, loadi, mad (a * dst_reg[] goes down the mad path)
dst_reg[4] = a * dst_reg[1] + 1.2F;
// This emits two loadis and a mad
dst_reg[4] = a * 1.5F + 1.2F;
// This emits a loadi (into tmp), loadi (as a temp for 1.2F) and a mad
vFloat tmp = s2vFloat16a(value);
dst_reg[5] = a * tmp + 1.2F;
v_if ((a >= 4.0F && a < 8.0F) || (a >= 12.0F && a < 16.0F)) {
vInt b = exexp_nodebias(a);
b &= 0xAA;
v_if (b >= 130) {
dst_reg[6] = setexp(a, 127);
}
v_endif;
} v_elseif (a == s2vFloat16a(3.0F) {
// RISCV branch
if (take_abs) {
dst_reg[7] = abs(a);
} else {
dst_reg[7] = a;
}
} v_else {
vInt exp = lz(a) - 19;
exp = ~exp;
dst_reg[8] = -setexp(a, exp);
}
v_endif;
}
The main things to note from the example are:
Constants are expressed as scalars but are expanded to the width of the vector
v_if
(and related) predicate execution of vector operations such that only enabled vector elements are writtenThe compiler views
v_if
andv_elseif
as straight-line code, ie, both sides of the conditionals are executedRISCV conditional and looping instructions work as expected (only one side executed)
Math expressions for vectors work across all enabled vector elements
Presently,
v_endif
is required to close out allv_if
/v_elseif
/v_else
chains
Details
Namespace
All the data types/objects/etc. listed below fall within the sfpi
namespace.
User Visible Data Types
The following data types are visible to the programmer:
vFloat
vInt
vUInt
enum
LRegs
Each of the v
types is a strongly typed wrapper around the weakly typed compiler
data type __rvtt_vec_t
. On Grayskull this is a vector of 64 19 bit values while on Wormhole this is a vector of 32 32 bit values.
LRegs are the SFPU’s general purpose vector registers. LRegs
enumerates
these registers.
User Visible Constants
Constant registers are implemented as objects which can be referenced whereever a vector can be used.
Grayskull:
vConst0
vConst0p6929
vConstNeg1p0068
vConst1p4424
vConst0p8369
vConstNeg0p5
vConst1
vConstNeg1
vConst0p0020
vConstNeg0p6748
vConstNeg0p3447
vConstTileId
, enumerates the vector elements: [0..63]
Wormhole:
vConst0
vConst1
vConst0p8373
vConstNeg1
vConstTileId
, counts by two through the vector elements: [0, 2, 4..62]vConstFloatPrgm0
,vConstIntPrgm0
vConstFloatPrgm1
,vConstIntPrgm1
vConstFloatPrgm2
,vConstIntPrgm2
User Visible Objects
dst_reg[]
is an array used to access the destination register
l_reg[]
is an array used to load/store to specific SFPU registers
Macros
The only macros used within the wrapper implement the predicated conditional processing mechanism. These (of course) do not fall within the SFPI namespace and for brevity run some chance of a namespace collision. They are:
v_if()
v_elseif()
v_else
v_endif
v_block
v_endblock
v_and()
The conditionals work mostly as expected but note the required v_endif
at
the end of an if/else chain. Forgetting this results in compilation
errors as the v_if
macro contains a {
which is matched by the v_endif
.
v_block
and v_and
allow for the following code to progressively “narrow” the CC
state:
v_block {
for (int x = 0; x < n; x++) {
v1 = v1 - 1;
v_and (v1 >= 0);
v2 *= 2;
}
}
v_endblock;
v_and
can be used inside any predicated conditional block (i.e., a v_block
or a v_if
).
Data Type Details
vFloat
Assignment: from float, dst_reg[n]
Conversion:
reinterpret<AnotherVecType>()
converts, in place, between vInt and vUInt and vFloatImmediate loads: see section Immediate Floating Point Values below
Operators:
+
/-
/*
should work as expected with dst_reg[n], vFloat and vConstConditionals: All 6 (
<
,<=
,==
,!=
,>=
,>
) are supported. Note that<=
and>
pay a performance penalty relative to the others
vInt
Assignment: from integer, dst_reg[n]
Conversion:
reinterpret<AnotherVecType>()
converts, in place, between vFloat and vUIntOperators:
&
,&=
,|
,|=
,~
,^
,^=
,<<
and+
,-
,+=
,-=
,++
,--
. (there is no signed right shift on Grayskull or Wormhole)Conditionals: All 6 (
<
,<=
,==
,!=
,>=
,>
) are supported. Note that<=
and>
pay a performance penalty relative to the others
vUInt
Assignment: from unsigned integer, dst_reg[n]
Conversion:
reinterpret<AnotherVecType>()
converts, in place, between vFloat and vIntOperators:
&
,&=
,|
,|=
,~
,^
,^=
,<<
,>>
and+
,-
,+=
,-=
,++
,--
Conditionals: All 6 (
<
,<=
,==
,!=
,>=
,>
) are supported. Note that<=
and>
pay a performance penalty relative to the others
Note that on Wormhole, the destination register format is always determined by the run time. So, for example, reading a vInt when the format is set to float32 gives unexpected results.
Library
Below Vec
means any vector type.
Grayskulll and Wormhole
vInt exexp(const vFloat v)
vInt exexp_nodebias(const vFloat v)
vInt exman8(const vFloat v)
vInt exman9(const vFloat v)
vFloat setexp(const vFloat v, const uint32_t exp)
vFloat setexp(const vFloat v, const Vec[U]Short exp)
vFloat setman(const vFloat v, const uint32_t man)
vFloat setman(const vFloat v, const Vec[U]Short man) // Grayskull HW bug, is this useful?
vFloat setsgn(const vFloat v, const int32_t sgn)
vFloat setsgn(const vFloat v, const vFloat sgn)
vFloat setsgn(const vFloat v, const vInt sgn)
vFloat addexp(const vFloat v, const int32_t exp)
vFloat lut(const vFloat v, const vUInt l0, const vUInt l1, const vUInt l2, const int offset)
vFloat lut_sign(const vFloat v, const vUInt l0, const vUInt l1, const vUInt l2, const int offset)
vInt lz(Vec v)
vFloat abs(vFloat v)
vInt abs(vInt v)
vUInt shft(const vUInt v, const vInt amt) // positive amt shifts left, negative shifts right
Wormhole only
void vec_swap(Vec, Vec)
void vec_min_max(Vec, Vec)
Vec subvec_shflror1(Vec v)
Vec subvec_shflshr1(Vec v)
void subvec_transp(Vec, Vec, Vec, Vec)
vInt lz_nosgn(Vec v)
vFloat int_to_float(vInt in, int round_mode = 1) // 0=even, 1=stochrnd
vUInt float_to_fp16a(vFloat in, int round_mode = 1)
vUInt float_to_fp16b(vFloat in, int round_mode = 1)
vUInt float_to_uint8(vFloat in, int round_mode = 1)
vUInt float_to_int8(vFloat in, int round_mode = 1)
vUInt int32_to_uint8(vInt in, vUInt descale, int round_mode = 1)
vUInt int32_to_uint8(vInt in, unsigned int descale, int round_mode = 1)
vUInt int32_to_int8(vInt in, vUInt descale, int round_mode = 1)
vUInt int32_to_int8(vInt in, unsigned int descale, int round_mode = 1)
vUInt float_to_uint16(vFloat in, int round_mode = 1)
vUInt float_to_int16(vFloat in, int round_mode = 1)
Immediate Floating Point Values
Assigning a float to a vFloat behaves slightly different on Grayskull vs Wormhole. On Grayskull, the value is interpreted as an fp16b; use the conversion routines below to explicitly specify the format. On Wormhole, the floating point value is converted to an fp16a, fp16b, or fp32 by first looking to see if the range fits in fp16b and if not using fp16a (or fp32). If the value is not known at compile time, then it is loaded as an fp32. Note that on Wormhole fp32 loads take 2 cycles.
For more explicit conversions, use one of the classes s2vFloat16a
and
s2vFloat16b
. Each takes either an integer or floating point value. Floating
point immediate values are converted at compilation time and incur no overhead.
Floating point variables that are not known at compilation time are converted at run
time. An integer value loaded into floating point vector (via one of the
conversion routines) is treated as a bit pattern and incurs no overhead, see
examples below.
Note: fp16a conversions do not presently handle denorms/nans, etc. properly.
Example uses:
vFloat x = 1.0f; // Load fb16b value
vFloat x = 500000.0f; // GS load fp16b value, WH fp32 value
vFloat x = s2vFloat16a(3.0F); // Load fp16a value, no overhead
unsigned int ui = 0x3c00;
vFloat x = s2vFloat16a(ui); // Load fp16a value (1.0F), no overhead
float f = 1.0F;
vFloat x = s2vFloat16a(f); // Load fp16a value, overhead if value cannot be determined at compile time
Boolean Operators
All conditionals operating on base types can be combined with any of &&
, ||
, !
.
vBool
vBool
doesn’t exist yet, but the functionality can be obtained by executing
conditional instructions outside of a v_if
and assigning the result to a
vInt
. This can be useful to, e.g., use RISCV code to conditionally generate
an SFPU predicate. For example, the following function evaluates different
predicated conditionals based on the value of a function parameter:
sfpi_inline vInt sfpu_is_fp16_zero(const vFloat& v, uint exponent_size_8)
{
if (exponent_size_8) {
return v == 0.0F;
} else {
vInt tmp = 0x3800; // loads {0, 8'd112, 10'b0}
tmp += reinterpret<vInt>(v);
return tmp == 0;
}
}
which may be called by:
v_if (sfpu_is_fp16_zero(v, exponent_size_8)) {
...
}
v_endif;
If exponent_size_8 is known at compile time, this has no overhead. If not, the predication is determined at runtime.
Assigning and Using Constant Registers
Programmable constant registers (Wormhole only) are accessed and assigned just like any other variables, for example:
vConstFloatPrgm0 = 3.14159265;
vFloat two_pi = 2.0f * vConstFloatPrgm0;
Writing to a constant register first loads the constant into a temporary LReg then assigns the LReg to the constant register and so takes 1 cycle longer than just loading an LReg. Accessing a constant register is just as fast as accessing an LReg. Loading a constant register loads the same value into all vector elements.
Assigning LRegs
Some highly optimized code may call a function prior to the kernel to pre-load values into specific LRegs and then access those values in the kernel. Note that if the register’s value must be preserved when the kernel exits, you must restore the value explicitly by assigning back into the LReg.
For example:
vFloat x = l_reg[LRegs::LReg1]; // x is now LReg1
vFloat y = x + 2.0f;
l_reg[LRegs::LReg1] = x; // this is necessary at the end of the function
// to preserve the value in LReg1 (if desired)
Miscelaneous
Register Pressure Management
Note that the wrapper introduces temporaries in a number of places. For example:
dst_reg[0] = dst_reg[0] + dst_reg[1];
loads dst_reg[0] and dst_reg[1] into temporary LREGs (as expected).
The compiler will not spill registers. Exceeding the number of registers
available will result in the cryptic: error: cannot store SFPU register (reigster spill?) - exiting!
without a line number.
The compiler does a reasonable job with lifetime analysis when assigning variables to registers. Reloading or recalculating results helps the compiler free up and re-use registers and is a good way to correct a spilling error.
Grayskull has 4 general purpose LRegs, Wormhole has 8.
Optimizer
There is a basic optimizer in place. The optimization philosophy to date is to enable the programmer to write optimal code. This is different from mainstream compilers which may generate optimal code given non-optimal source. For example, common sub-expression elimination and the like are not implemented. The optimizer will handle the following items:
MAD generation (from MUL/ADD)
MULI, ADDI generation (from MUL + const, or ADD + const)
Adding a 0.5f to the end of ADD/MULL/MAD/MULI/ADDI (Grayskull only)
Swapping the order of arguments to instructions that use the destination-as-source, e.g., SFPOR to minimize the need for register moves
CC enables (PUSHC, POPC, etc.)
Instruction combining for comparison operations. For example, a subtract of 5 followed by a compare against 0 gets combined into one operation
Wormhole only: NOP insertion for instructions which must be followed by an independent instruction or NOP. Note that this pass (presently) does not move instructions to fill the slot but will skip adding a NOP if the next instruction is independent. In other words, reordering your code to reduce dependent chains of instructions may improve performance
There is a potential pitfall in the above in that the MAD generator could change code which would not run out of registers with, say, a MULI followed by an ADDI into code that runs out of registers with a MAD. (future todo to fix this).
SFPREPLAY
The SFPREPLAY
instruction available on Wormhole allows the RISCV processor
to submit up to 32 SFP instructions at once. The compiler looks for sequences
of instructions that repeat, stores these and then “replays” them later.
The current implemention of this is very much first cut: it does not handle
kernels with rolled up loops very well. Best performance is typically attained by
unrolling the top level loop and then letting the compiler find the repetitions
and replace them with SFPREPLAY
. This works well when the main loop
contains < 32 instructions, but performance starts to degrade again as the
number of instructions grows (future work).
The other issue that can arise with SFPREPLAY
is that sometimes the last
unrolled loop of instructions uses different registers than the prior
loops resulting in imperfect utilization of the replay.
Emulation
There is an emulator for the SFPU that works at the __builtin level. Compilation and runtime are extremely fast (sub 1 second) so this may be useful during development.
Look in the file main.cc in the sfpi
submodule under src/ckernels
, there
is an example kernel there to lead the way.
The main difference between compilation and running on HW is that the emulator
has an infinite number of registers and so code that runs there may fail on
the HW due to spilling. The Makefile
builds for both rv32 (generating a
.S
file) and x86 (to run through emulation) and so an “out of registers”
message for rv32 tells you you have work to do.
The emulator for WH is not fully implemented (missing some of the new WH specific instructions)
Tools
The sfpi submodule contains a tools
directory. cd
into that directory and
type make
to build fp16c
which is a converter that converts floating point
values to fp16a, fp16b and the LUT instruction’s fp8 as well as the other way
(integer to float/fp16a/fp16b/fp8). This is useful for writing optimal code or
looking through assembly dumps.
Pitfalls/Oddities
Register Spilling
The compiler does not implement register spilling. Since Grayskull only has 4
LRegs, running out of registers is a common occurence. If you see the
following: error: cannot store SFPU register (reigster spill?) - exiting!
you have most likely run out of registers.
Error Messages
Unfortunately, many errors are attributed to the code in the wrapper rather than in the code being written. For example, using an unitialized variable would show an error at a macro called by a wrapper function before showing the line number in the user’s code.
Function Calls
There is no abi and none of the vector types can be passed on the stack.
Therefore, all function calls must be inlined. To ensure this use
sfpi_inline
, which is defined to __attribute__((always_inline))
on GCC.
Unnecessary Moves
The gcc compiler occasionally moves a value from one register to another for no apparent reason. At this point it appears there is nothing that can be done about this besides hoping that the issue is fixed in a future version of gcc.
Limitations
Forgetting a
v_endif
results in mismatched {} error which can be confusing (however, catches the case where av_endif
is missing!)In general, incorrect use of vector operations (e.g., passing a scalar instead of a vector) result in warnings/errors within the wrapper rather than in the calling code
Keeping too many variables alive at once (4 on GS) requires register spilling which is not implemented and causes a compiler abort
Limitations