Auto-Parallelizing Compiler From Codeplay
Max Romantschuk writes "Parallelization of code can be a very tricky thing. We've all heard of the challenges with Cell, and with dual and quad core processors this is becoming an ever more important issue to deal with. The Inquirer writes about a new auto-parallelizing compiler called Sieve from Codeplay: 'What Sieve is is a C++ compiler that will take a section of code and parallelize it for you with a minimum hassle. All you really need to do is take the code you want to run across multiple CPUs and put beginning and end tags on the parts you want to run in parallel.' There is more info on Sieve available on Codeplay's site."
Reentrancy is a factor, because it's a class of dependencies, but there are many other dependencies.
... Or maybe he doesn't care about the order and doSomething just needs to run once for each i in 0..99. The art of automatic parallelization is to find overspecifications like the ordered loop where order isn't really necessary. If nothing in doSomething depends on the outcome of doSomething with a different i, they can be run in parallel and in any order. Suppose each doSomething involves a lengthy calculation and an output at the end. Then they can't simply run in parallel, because the output is a dependency: As written, the output from doSomething(0) comes before doSomething(1) and so on. But the compiler could still run the lengthy calculation in parallel and synchronize only the fast output at the end. The more of these opportunities for parallelism the compiler can find, the better it is.
Consider a for loop: for (int i=0; i100; i++)doSomething(i);
Can this be parallelized? Perhaps the author meant it like it's written there: First doSomething(0), then doSomething(1), then
1: OpenMP is supported by Sun, Intel, IBM, $MS(?) etc, and implemented in gcc 4.2.
2: OpenMP has been used successfully for about 10 years now, and is on a 2.5 release of the SPEC.
3. It is Open - the white paper for Codeplay mentions it being protected by patents. (boo hiss)
4. Did I mention that it is supported in gcc 4.2 which I built it on my Powerbook last week and it is very cool?
So maybe Codeplay is a nice system. Maybe they even have users and can offer support. But if you are looking to make your C++ code run multi-threaded with the least amount of effort I've seen ( It is still effort! ) take a look at OpenMP. In my simple tests it was pretty easy to make use of OpenMP, and I am looking forward to trying it on a rather more complicated application.
More complex version: There are four ways to run a program. These are "Single Instruction, Single Data" (ie: a single-threaded program), "Single Instruction, Multi Data" (SETI@Home would be an example of this), "Multi Instruction, Single Data" (a good way to program genetic algorithms) and "Multi Instruction, Multi Data" (traditional, hard-core parallelism).
SIMD would need to be re-entrant to be parallel, otherwise you can't be running the same instructions. (Duh. :) SIMD is fashionable, but is limited to those cases where you are operating on the data in parallel. If you want to experiment with dynamic methods (herustics, genetic algorithms, self-learning networks) or where you want to apply multiple algorithms to the same data (eg: data-mining, using a range of specialist algorithms), then you're going to be running a vast number of completely different routines that may have no components in common. If so, you wouldn't care if they were re-entrant or not.
In practice, you're likely to use a blend of SIMD, MISD and MIMD in any "real-world" program. People who write "pure" code of one type or another usually end up with something that is ugly, hard to maintain and feels wrong for the problem. On the other hand, it usually requires the fewest messaging and other communication libraries, as you're only doing one type of communication. You can also optimize the hell out of the network, which is very likely to saturate with many problems.
It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)