Multiprocessing - how to Maximize CPU usage? - python-multiprocessing

I have a question about patterns/good practices to exploit the full power of CPU.
I have a Queue with several elements and K Processes (K == cpu_counts).
Each Process takes an element from the queue and processes it.
def worker(self,):
while True:
item = self.queue.get(True)
if item == "STOP":
break
self.process_item(item)
def run(self):
processes = [Process(target=self.worker) for _ in range(self.n_cpus)]
for p in processes:
p.start()
{.. other code to add elements to self.queue }
The self.process_item(item) calls an executable and writes the results on an independent file: each computation is independent of the others Processes [In this case, I cannot use multi-threading since I need to change the folder every time in order to run the executable]
The executable runs in about 1 second and it's not particularly CPU expensive.
So, in general, when I run my code, the CPU seems more or less unused since each Process runs the executable on a different core, but the executable per se is not so computationally intensive.
Is there a way to stress the CPU at full power and process much more elements faster?
Could increasing K > n_cpus increase the performance or only add overhead in switching among processes?

Related

MaybeEncodingError when returning large arrays with pool.starmap

I'm experiencing a MaybeEncodingError when using multiprocess when the return list becomes too large.
I have a function that takes image as an input and produces a list of arrays as a result. Naturally data parallelization works magic in this case. I made a wrapper for running this in parallel, however I start receiving the MaybeEncodingError after reaching some threshold in memory when the results need to be merged with pool.join(). I decided to go with pool since the order of processing is very important.
from multiprocessing import Pool
def pool_starmap(function, input_list_tuple, processes = 5):
with Pool(processes=processes) as pool:
results = pool.starmap(function, input_list_tuple)
pool.close()
pool.join()
return results
results=pool_starmap(function, input_list_tuple, processes=2)
I run the code on the server with 80 cores and 512GB of RAM. The whole code rarely exceeds 30GB and yet it breaks only for pool. How do I allow for returning the list of large arrays with multiprocessing but also preserving the order of execution?

Simultaneous matrix vector multiplication with multiprocessing

What I want to do
I have an m x n numpy array A where m << n that I want to load on a node where all 20 CPUs on that node can share memory. On each CPU, I want to multiply A by a n x 1 vector v, where the vector v differs on each CPU but matrix A stays the same.
Constraint
Matrix A is sufficiently large so that I cannot load A on each CPU, so I would like to put A in shared node memory. And since A*v is just m x 1, I think I never need to store matrices of size m x n on each CPU (just one copy of A in shared memory).
The references below tell me I can use shared memory with the multiprocessing module.
My question
If I have 1 worker per CPU, can each worker simultaneously compute A x v (where v is different for each worker) using the multiprocessing module?
I am concerned that since I am simultaneously accessing the same shared memory by each worker, multiprocessing would copy matrix A into each CPU, which would cause memory problems for me.
Edit:
Question has been edited to remove the part about ray.io because I just learned Ray has its own forum so I am asking the same question except for Ray on that forum.
References
Shared-memory objects in multiprocessing
How to do parallel programming in Python?
For posterity, here is the answer copy-pasted from discuss.ray.io:
The recommended way to do this would be to wrap these all in one Ray job. The setup is a bit different compared to something like MPI or multiprocessing; instead of you launching python workers explicitly, Ray will automatically start workers and execute tasks for you. Also, all of the tasks and shared-memory objects created during one “application” are associated with the “driver”, aka the process that executes the main python script, so once that script exits, all of the associated tasks and objects will be cleaned up as well.
The code from the other post is a good start:
import ray
#ray.remote
def multiply(A, v):
return A * v # Put your worker code here.
A_ref = ray.put(A) # Put A in Ray's shared-memory object store.
refs = [multiply.remote(A_ref, v) for v in vs]
results = ray.get(refs)

Partial calls to MPI_file_read_at_all in Fortran

I need to read a very big binary Fortran file in parallel with MPI.
The problem is that the file is so big that each cores cannot even store #total_file_size/ncpu on memory.
Therefore each cpu read sequentially part of the file.
I have the following pseudo code:
ir_start = start reading position for that cpu
ir_stop = end reading position for that cpu
CALL MPI_FILE_OPEN(world_comm,filint,MPI_MODE_RDONLY,MPI_INFO_NULL,fh,ierr)
size = size of the chuck to read
DO ir=ir_start, ir_stop
offset = data_size * (ir -1)
CALL MPI_FILE_READ_AT(fh, offset, data, size, MPI_DOUBLE_PRECISION, MPI_STATUS_IGNORE, ierr)
ENDDO
This works well.
However I was told that MPI_FILE_READ_AT_all (collective) would be much faster.
The problem is that if I use the collective version, then it only works if all the cores have the same number of elements (i.e. ir_stop-ir_start is the same).
This does not always happens.
Therefore for some number of cores, the code just hang as it is waiting for the last cpu that does not enter the final loop.
Is there a clever way to make this work with the MPI_FILE_READ_AT_ALL for an arbitrary number of cores ?

Is there any problems we can solve using CPU faster rather than using GPU?

Recently I always hear that GPU is very powerful in computing, and now a question occurs in my mind:
Is there any problems we can solve using CPU faster rather than using GPU?
Can you give me some examples?
"GPU is very powerful in computing!" YES!
But GPU is NOT a "faster CPU". You can summarize this way:
CPU has a few strong cores (strong when compared to GPU).
GPU has a lot of weak cores (weak when compared to CPU).
I am considering here GPU as being GPGPU. They are actualy a little bit different because of graphics pipeline, but the idea is the same! The shaders work like what I explain down here.
GPU is basically designed to compute "parallelizable algorithms". It means algorithms that really need to open hundreds, thousands or even millions of threads to solve some determined task!
Some very dummy examples:
Non parallelizable algorithm (CPU):
unsigned int X = 0;
unsigned int data[ 10000 ];
fillDataFromSomeWhereWithSomething( data );
for ( unsigned int i = 0; i < 10000; i++ )
{
X += data[ i ] * data[ i ];
}
For every cycle of the loop , X depends on the previous value of X. So there is no sense for us to open threads for this! There's only one single flow! One must use CPU for this!
Parallelizable algorithm (GPU):
int X[ 10000 ] = { 0 };
unsigned int data[ 10000 ];
fillDataFromSomeWhereWithSomething( data );
for ( unsigned int i = 0; i < 10000; i++ )
{
X[ i ] = data[ i ] * data[ i ];
}
Here, for every value of X[ ? ], the result is straightforward dependent on i only. The cycles are independent! So, instead of loop over 10000. You can use a GPU to open 10000 threads for you and do all the cycles in parallel.
How it works?
You upload the input data from CPU to GPU. Then you tell your GPU to execute 10000 threads in a small program called kernel. Every kernel has it's own output. The kernel will ony compute:
X_i = data[ i ] * data[ i ];
Where X_i (in GPU) is related to X[ i ] (on CPU).
Once the GPU has finished all 10000 threads. The results are downloaded back to CPU and the array X[] is updapted with the desired result!
IMPORTANT: Of course it's just a dummy example. In fact this algorithm in particular is so simple that a loop over 10000 is really not a big deal for CPU. The upload/download of data to/from GPU has a cost of time! So it must be worth!
The answer
Thinking about all this. You can find out by yourself which kind of algorithms are better for CPU or GPU. Of course, one must always be aware about the balance of download/upload of data to/from GPU.
The GPU generally has associated with it a cost to transfer data to and from the GPU. There are some problems that can be described that involve almost no data transfer, but many problems start out with a data set that must be transferred to the GPU, and it is always the case that there are some results that need to be transferred back.
Therefore extremely small problems are not sensible on the GPU:
int C = A + B;
If this is the only work you have to do with C, A, and B, then there's not likely to be any benefit using the GPU, since the overhead and cost to transfer the data outweighs any benefit from using the GPU (and there is no benefit in this case because there is no inherent parallelism in this example).
Purely sequential problems don't benefit from using the GPU in most cases, because a single GPU thread does not execute code quicker than a modern CPU thread. It's more difficult to make a blanket statement here, however, because most purely sequential algorithms can be recast in a parallel fashion, and even sequential algorithms can be naively parallelized if they are operating on multiple independent data elements.
The example "non-parallelizable" problem is quite parallelizable - especially if you do it frequently. Sum 10,000 numbers? First sum 5000 pairs in parallel, then the 2500 results in parallel, then the subsequent 1250 results, etc. 14 steps, faster than any uniprocessor can do it. And if you have a flow of information, you can do this with 10,000 parallel addition operations once per "fillDataFromSomeWhereWithSomething()" operation.
Extra bonus brownie points if you can presort the numbers into plus and minus bins and add numbers of opposite and similar value; this minimizes the accumulated roundoff error, though it does add N log N comparison operations, and a comparison is about as expensive as an addition. OTOH, it means you can use smaller, faster adders.

How to optimize OpenCL code for neighbors accessing?

Edit: Proposed solutions results are added at the end of the question.
I'm starting to program with OpenCL, and I have created a naive implementation of my problem.
The theory is: I have a 3D grid of elements, where each elements has a bunch of information (around 200 bytes). Every step, every element access its neighbors information and accumulates this information to prepare to update itself. After that there is a step where each element updates itself with the information gathered before. This process is executed iteratively.
My OpenCL implementation is: I create an OpenCL buffer of 1 dimension, fill it with structs representing the elements, which have an "int neighbors 6 " where I store the index of the neighbors in the Buffer. I launch a kernel that consults the neighbors and accumulate their information into element variables not consulted in this step, and then I launch another kernel that uses this variables to update the elements. These kernels use __global variables only.
Sample code:
typedef struct{
float4 var1;
float4 var2;
float4 nextStepVar1;
int neighbors[8];
int var3;
int nextStepVar2;
bool var4;
} Element;
__kernel void step1(__global Element *elements, int nelements){
int id = get_global_id(0);
if (id >= nelements){
return;
}
Element elem = elements[id];
for (int i=0; i < 6; ++i){
if (elem.neighbors[i] != -1){
//Gather information of the neighbor and accumulate it in elem.nextStepVars
}
}
elements[id] = elem;
}
__kernel void step2(__global Element *elements, int nelements){
int id = get_global_id(0);
if (id >= nelements){
return;
}
Element elem = elements[id];
//update elem variables by using elem.nextStepVariables
//restart elem.nextStepVariables
}
Right now, my OpenCL implementation takes basically the same time than my C++ implementation.
So, the question is: How would you (the experts :P) address this problem?
I have read about 3D images, to store the information and change the neighborhood accessing pattern by changing the NDRange to a 3D one. Also, I have read about __local memory, to first load all the neighborhood in a workgroup, synchronize with a barrier and then use them, so that accesses to memory are reduced.
Could you give me some tips to optimize a process like the one I described, and if possible, give me some snippets?
Edit: Third and fifth optimizations proposed by Huseyin Tugrul were already in the code. As mentioned here, to make structs behave properly, they need to satisfy some restrictions, so it is worth understanding that to avoid headaches.
Edit 1: Applying the seventh optimization proposed by Huseyin Tugrul performance increased from 7 fps to 60 fps. In a more general experimentation, the performance gain was about x8.
Edit 2: Applying the first optimization proposed by Huseyin Tugrul performance increased about x1.2 . I think that the real gain is higher, but hides because of another bottleneck not yet solved.
Edit 3: Applying the 8th and 9th optimizations proposed by Huseyin Tugrul didn't change performance, because of the lack of significant code taking advantage of these optimizations, worth trying in other kernels though.
Edit 4: Passing invariant arguments (such as n_elements or workgroupsize) to the kernels as #DEFINEs instead of kernel args, as mentioned here, increased performance around x1.33. As explained in the document, this is because of the aggressive optimizations that the compiler can do when knowing the variables at compile-time.
Edit 5: Applying the second optimization proposed by Huseyin Tugrul, but using 1 bit per neighbor and using bitwise operations to check if neighbor is present (so, if neighbors & 1 != 0, top neighbor is present, if neighbors & 2 != 0, bot neighbor is present, if neighbors & 4 != 0, right neighbor is present, etc), increased performance by a factor of x1.11. I think this was mostly because of the data transfer reduction, because the data movement was, and keeps being my bottleneck. Soon I will try to get rid of the dummy variables used to add padding to my structs.
Edit 6: By eliminating the structs that I was using, and creating separated buffers for each property, I eliminated the padding variables, saving space, and was able to optimize the global memory access and local memory allocation. Performance increased by a factor of x1.25, which is very good. Worth doing this, despite the programmatic complexity and unreadability.
According to your step1 and step2, you are not making your gpu core work hard. What is your kernel's complexity? What is your gpu usage? Did you check with monitoring programs like afterburner? Mid-range desktop gaming cards can get 10k threads each doing 10k iterations.
Since you are working with only neighbours, data size/calculation size is too big and your kernels may be bottlenecked by vram bandiwdth. Your main system ram could be as fast as your pci-e bandwidth and this could be the issue.
1) Use of Dedicated Cache could be getting you thread's actual grid cell into private registers that is fastest. Then neighbours into __local array so the comparisons/calc only done in chip.
Load current cell into __private
Load neighbours into __local
start looping for local array
get next neighbour into __private from __local
compute
end loop
(if it has many neighbours, lines after "Load neighbours into __local" can be in another loop that gets from main memory by patches)
What is your gpu? Nice it is GTX660. You should have 64kB controllable cache per compute unit. CPUs have only registers of 1kB and not addressable for array operations.
2) Shorter Indexing could be using a single byte as index of neighbour stored instead of int. Saving precious L1 cache space from "id" fetches is important so that other threads can hit L1 cache more!
Example:
0=neighbour from left
1=neighbour from right
2=neighbour from up
3=neighbour from down
4=neighbour from front
5=neighbour from back
6=neighbour from upper left
...
...
so you can just derive neighbour index from a single byte instead of 4-byte int which decreases main memory accessing for at least neighbour accessing. Your kernel will derive neighbour index from upper table using its compute power, not memory power because you would make this from core registers(__privates). If your total grid size is constant, this is very easy such as just adding 1 actual cell id, adding 256 to id or adding 256*256 to id or so.
3) Optimum Object Size could be making your struct/cell-object size a multiple of 4 bytes. If your total object size is around 200-bytes, you can pad it or augment it with some empty bytes to make exactly 200 bytes, 220Bytes or 256 bytes.
4) Branchless Code (Edit: depends!) using less if-statements. Using if-statement makes computation much slower. Rather than checking for -1 as end of neightbour index , you can use another way . Becuase lightweight core are not as capable of heavyweight. You can use surface-buffer-cells to wrap the surface so computed-cells will have always have 6-neighbours so you get rid of if (elem.neighbors[i] != -1) . Worth a try especially for GPU.
Just computing all neighbours are faster rather than doing if-statement. Just multiply the result change with zero when it is not a valid neighbour. How can we know that it is not a valid neighbour? By using a byte array of 6-elements per cell(parallel to neighbour id array)(invalid=0, valid=1 -->multiply the result with this)
The if-statement is inside a loop which counting for six times. Loop unrolling gives similar speed-up if the workload in the loop is relatively easy.
But, if all threads within same warp goes into same if-or-else branch, they don't lose performance. So this depends wheter your code diverges or not.
5) Data Elements Reordering you can move the int[8] element to uppermost side of struct so memory accessing may become more yielding so smaller sized elements to lower side can be read in a single read-operation.
6) Size of Workgroup trying different local workgroup size can give 2-3x performance. Starting from 16 until 512 gives different results. For example, AMD GPUs like integer multiple of 64 while NVIDIA GPUs like integer multiple of 32. INTEL does fine at 8 to anything since it can meld multiple compute units together to work on same workgroup.
7) Separation of Variables(only if you cant get rid of if-statements) Separation of comparison elements from struct. This way you dont need to load a whole struct from main memory just to compare an int or a boolean. When comparison needs, then loads the struct from main memory(if you have local mem optimization already, then you should put this operation before it so loading into local mem is only done for selected neighbours)
This optimisation makes best case(no neighbour or only one eighbour) considerably faster. Does not affect worst case(maximum neighbours case).
8a) Magic Using shifting instead of dividing by power of 2. Doing similar for modulo. Putting "f" at the end of floating literals(1.0f instead of 1.0) to avoid automatic conversion from double to float.
8b) Magic-2 -cl-mad-enable Compiler option can increase multiply+add operation speed.
9) Latency Hiding Execution configuration optimization. You need to hide memory access latency and take care of occupancy.
Get maximum cycles of latency for instructions and global memory access.
Then divide memory latency by instruction latency.
Now you have the ratio of: arithmetic instruction number per memory access to hide latency.
If you have to use N instructions to hide mem latency and you have only M instructions in your code, then you will need N/M warps(wavefronts?) to hide latency because a thread in gpu can do arithmetics while other thread getting things from mem.
10) Mixed Type Computing After memory access is optimized, swap or move some instructions where applicable to get better occupancy, use half-type to help floating point operations where precision is not important.
11) Latency Hiding again Try your kernel code with only arithmetics(comment out all mem accesses and initiate them with 0 or sometihng you like) then try your kernel code with only memory access instructions(comment out calculations/ ifs)
Compare kernel times with original kernel time. Which is affeecting the originatl time more? Concentrate on that..
12) Lane & Bank Conflicts Correct any LDS-lane conflicts and global memory bank conflicts because same address accessings can be done in a serialed way slowing process(newer cards have broadcast ability to reduce this)
13) Using registers Try to replace any independent locals with privates since your GPU can give nearly 10TB/s throughput using registers.
14) Not Using Registers Dont use too many registers or they will spill to global memory and slow the process.
15) Minimalistic Approach for Occupation Look at local/private usage to get an idea of occupation. If you use much more local and privates then less threads can be utilized in same compute unit and leading lesser occupation. Less resource usage leads higher chance of occupation(if you have enough total threads)
16) Gather Scatter When neighbours are different particles(like an nbody NNS) from random addresses of memory, its maybe hard to apply but, gather read optimization can give 2x-3x speed on top of before optimizations (needs local memory optimization to work) so it reads in an order from memory instead of randomly and reorders as needed in the local memory to share between (scatter) to threads.
17) Divide and Conquer Just in case when buffer is too big and copied between host and device so makes gpu wait idle, then divide it in two, send them separately, start computing as soon as one arrives, send results back concurrently in the end. Even a process-level parallelism could push a gpu to its limits this way. Also L2 cache of GPU may not be enough for whole of data. Cache-tiled computing but implicitly done instead of direct usage of local memory.
18) Bandwidth from memory qualifiers. When kernel needs some extra 'read' bandwidth, you can use '__constant'(instead of __global) keyword on some parameters which are less in size and only for reading. If those parameters are too large then you can still have good streaming from '__read_only' qualifier(after the '__global' qualifier). Similary '__write_only' increases throughput but these give mostly hardware-specific performance. If it is Amd's HD5000 series, constant is good. Maybe GTX660 is faster with its cache so __read_only may become more usable(or Nvidia using cache for __constant?).
Have three parts of same buffer with one as __global __read_only, one as __constant and one as just __global (if building them doesn't penalty more than reads' benefits).
Just tested my card using AMD APP SDK examples, LDS bandwidth shows 2TB/s while constant is 5TB/s(same indexing instead of linear/random) and main memory is 120 GB/s.
Also don't forget to add restrict to kernel parameters where possible. This lets compiler do more optimizations on them(if you are not aliasing them).
19) Modern hardware transcendental functions are faster than old bit hack (like Quake-3 fast inverse square root) versions
20) Now there is Opencl 2.0 which enables spawning kernels inside kernels so you can further increase resolution in a 2d grid point and offload it to workgroup when needed (something like increasing vorticity detail on edges of a fluid dynamically)
A profiler can help for all those, but any FPS indicator can do if only single optimization is done per step.
Even if benchmarking is not for architecture-dependent code paths, you could try having a multiple of 192 number of dots per row in your compute space since your gpu has multiple of that number of cores and benchmark that if it makes gpu more occupied and have more gigafloatingpoint operations per second.
There must be still some room for optimization after all these options, but idk if it damages your card or feasible for production time of your projects. For example:
21) Lookup tables When there is 10% more memory bandwidth headroom but no compute power headroom, offload 10% of those workitems to a LUT version such that it gets precomputed values from a table. I didn't try but something like this should work:
8 compute groups
2 LUT groups
8 compute groups
2 LUT groups
so they are evenly distributed into "threads in-flight" and get advantage of latency hiding stuff. I'm not sure if this is a preferable way of doing science.
21) Z-order pattern For traveling neighbors increases cache hit rate. Cache hit rate saves some global memory bandwidth for other jobs so that overall performance increases. But this depends on size of cache, data layout and some other things I don't remember.
22) Asynchronous Neighbor Traversal
iteration-1: Load neighbor 2 + compute neighbor 1 + store neighbor 0
iteration-2: Load neighbor 3 + compute neighbor 2 + store neighbor 1
iteration-3: Load neighbor 4 + compute neighbor 3 + store neighbor 2
so each body of loop doesn't have any chain of dependency and fully pipelined on GPU processing elements and OpenCL has special instructions for asynchronously loading/storing global variables using all cores of a workgroup. Check this:
https://www.khronos.org/registry/OpenCL/sdk/1.0/docs/man/xhtml/async_work_group_copy.html
Maybe you can even divide computing part into two and have one part use transcandental functions and other part use add/multiply so that add/multiply operations don't wait for a slow sqrt. If there are at least several neighbors to traveerse, this should hide some latency behind other iterations.