OpenCL: Type conversion overhead - optimization

What is the cost of casting a variable to a different type in OpenCL?
Example: I want to take dot product of 2 int3 vectors (AFAIK dot() isn't overloaded for int3s), so instead of implementing dot() by myself in unvectorized way, I want to vectorize the code by using the native dot() for float3. First I convert the 2 vectors to float3s and then I cast the result to int.
Which of the two functions, foo and bar, is less time consuming (and why)?
inline int foo(int3 a, int3 b) {
return a.x*b.x + a.y*b.y + a.z*b.z;
}
inline int bar(int3 a, int3 b) {
return (int)dot(convert_float3(a), convert_float3(b));
}

As has been suggested in the comments, measuring is going to be the most useful tool in practice, and the cost of individual instructions is heavily dependent on hardware architecture, but also the compiler.
Nevertheless, a comparison to other operations is useful, and at least AMD publishes a list of the instruction throughput for their devices in this section of their OpenCL optimisation guide, and this includes float-to-int and int-to-float conversion.
In your particular case, I strongly suspect your "vectorising" attempts will have detrimental effects. Most modern GPUs aren't SIMD processors in the CPU SIMD sense. The threads run in lock-step, but each thread operates on scalars. A "horizontal" operation like a dot product may not be particularly efficient even if the GPU does use per-thread SIMD.
If you can limit the range of each of your integers to 24 bits, a series of mad24() and mul24() calls will most likely be fastest. But again - measure. Try the different options on a range of hardware, and run them lots of times, applying basic stats to make sure you aren't just seeing random variation/overhead.
A separate thing to note with regard to integer-to-float conversions is that such conversions are often "free" when you sample as floats from an image object containing integers.

Related

Explaining the different types in Metal and SIMD

When working with Metal, I find there's a bewildering number of types and it's not always clear to me which type I should be using in which context.
In Apple's Metal Shading Language Specification, there's a pretty clear table of which types are supported within a Metal shader file. However, there's plenty of sample code available that seems to use additional types that are part of SIMD. On the macOS (Objective-C) side of things, the Metal types are not available but the SIMD ones are and I'm not sure which ones I'm supposed to be used.
For example:
In the Metal Spec, there's float2 that is described as a "vector" data type representing two floating components.
On the app side, the following all seem to be used or represented in some capacity:
float2, which is typedef ::simd_float2 float2 in vector_types.h
Noted: "In C or Objective-C, this type is available as simd_float2."
vector_float2, which is typedef simd_float2 vector_float2
Noted: "This type is deprecated; you should use simd_float2 or simd::float2 instead"
simd_float2, which is typedef __attribute__((__ext_vector_type__(2))) float simd_float2
::simd_float2 and simd::float2 ?
A similar situation exists for matrix types:
matrix_float4x4, simd_float4x4, ::simd_float4x4 and float4x4,
Could someone please shed some light on why there are so many typedefs with seemingly overlapping functionality? If you were writing a new application today (2018) in Objective-C / Objective-C++, which type should you use to represent two floating values (x/y) and which type for matrix transforms that can be shared between app code and Metal?
The types with vector_ and matrix_ prefixes have been deprecated in favor of those with the simd_ prefix, so the general guidance (using float4 as an example) would be:
In C code, use the simd_float4 type. (You have to include the prefix unless you provide your own typedef, since C doesn't have namespaces.)
Same for Objective-C.
In C++ code, use the simd::float4 type, which you can shorten to float4 by using namespace simd;.
Same for Objective-C++.
In Metal code, use the float4 type, since float4 is a fundamental type in the Metal Shading Language [1].
In Swift code, use the float4 type, since the simd_ types are typealiased to shorter names.
Update: In Swift 5, float4 and related types have been deprecated in favor of SIMD4<Float> and related types.
These types are all fundamentally equivalent, and all have the same size and alignment characteristics so you can use them across languages. That is, in fact, one of the design goals of the simd framework.
I'll leave a discussion of packed types to another day, since you didn't ask.
[1] Metal is an unusual case since it defines float4 in the global namespace, then imports it into the metal namespace, which is also exported as the simd namespace. It additionally aliases float4 as vector_float4. So, you can use any of the above names for this vector type (except simd_float4). Prefer float4.
which type should you use to represent two floating values (x/y)
If you can avoid it, don't use a single SIMD vector to represent a single geometry x,y vector if you're using CPU SIMD.
CPU SIMD works best when you have many of the same thing in each SIMD vector, because they're actually stores in 16-byte or 32-byte vector registers where "vertical" operations between two vectors are cheap (packed add or multiply), but "horizontal" operations can mostly only be done with a shuffle + a vertical operation.
For example a vector of 4 x values and another vector of 4 y values lets you do 4 dot-products or 4 cross-products in parallel with no shuffling, so the overall throughput is significantly more dot-products per clock cycle than if you had a vector of [x1, y1, x2, y2].
See https://stackoverflow.com/tags/sse/info, and especially these slides: SIMD at Insomniac Games (GDC 2015) for more about planning your data layout and program design for doing many similar operations in parallel instead of trying to accelerate single operations.
The one exception to this rule is if you're only adding / subtracting to translate coordinates, because that's still purely a vertical operation even with an array-of-structs. And thus fine for CPU short-vector SIMD based on 16-byte vectors. (e.g. the 2nd element in one vector only interacts with the 2nd element in another vector, so no shuffling is needed.)
GPU SIMD is different, and I think has no problem with interleaved data. I'm not a GPU expert.
(I don't use Objective C or Metal, so I can't help you with the details of their type names, just what the underlying CPU hardware is good at. That's basically the same for x86 SSE/AVX, ARM NEON / AArch64 SIMD, or PowerPC Altivec. Horizontal operations are slower.)

OpenCL 2.x - Sum Reduction function

From this previous post: strategy-for-doing-final-reduction, I would like to know the last functionalities offered by OpenCL 2.x (not 1.x which is the subject of this previous post above), especially about the atomic functions which allow to perform reductions of a array (in my case a sum reduction).
One told me that performances of OpenCL 1.x atomic functions (atom_add) were bad and I could check it, so I am looking for a way to get the best performances for a final reduction function (i.e the sum of each computed sum corresponding to each work-group).
I recall the typical kind of kernel code that I am using for the moment :
__kernel void sumGPU ( __global const double *input,
__global double *partialSums,
__local double *localSums)
{
uint local_id = get_local_id(0);
uint group_size = get_local_size(0);
// Copy from global memory to local memory
localSums[local_id] = input[get_global_id(0)];
// Loop for computing localSums
for (uint stride = group_size/2; stride>0; stride /=2)
{
// Waiting for each 2x2 addition into given workgroup
barrier(CLK_LOCAL_MEM_FENCE);
// Divide WorkGroup into 2 parts and add elements 2 by 2
// between local_id and local_id + stride
if (local_id < stride)
localSums[local_id] += localSums[local_id + stride];
}
// Write result into partialSums[nWorkGroups]
if (local_id == 0)
partialSums[get_group_id(0)] = localSums[0];
}
As you can see, at the end of kernel code execution, I get the array partialSums[number_of_workgroups] containing all partial sums.
Could you tell me please how to perform a second and final reduction of this array, with the best performances possibles of functions availables with OpenCL 2.x . A classic solution is to perform this final reduction with CPU but ideally, I would like to do it directly with kernel code.
A suggestion of code snippet is welcome.
A last point, I am working on MacOS High Sierra 10.13.5 with the following model :
Can OpenCL 2.x be installed on my hardware MacOS model ?
Atomic functions should be avoided because they do harm performance compared to a parallel reduction kernel. Your kernel looks to be on the right track, but you need to remember that you'll have to invoke it multiple times; do not perform the final sum on the host (unless you have a very small amount of data from the previous reduction). That is, you need to keep invoking it until your local size equals your global size. There's no way to do a single invocation for large amounts of data as there is no way to synchronize between work groups.
Additionally, you want to be careful to set an appropriate work group size (i.e. local size), which depends on local & global memory throughput & latency. Unfortunately, as far as I'm aware there is no way to determine this through OpenCL, outside of self-profiling code, though that's not too difficult to write as OCL provides you with JIT compilation. Through empirical testing I've found you should find a sweet spot between suffering too many bank conflicts (too large a local size) vs. global memory latency penalties (too small a local size). It's best to do a benchmark first to determine optimal local size for your reduction, and then use that local size for future reductions.
Edit: It's also worth noting that the best way to chain your kernel invocation together is through OpenCL events.

Is there a blas implementation using cilkplus array notation?

To my surprise, I'm not able to track on the web any implementation of BLAS based on cilkplus' array notation. It is strange, because cilkplus should ensure a (more than) decent performance on today's multicore workstation CPUs, coupled to a very expressive and compact representation of the BLAS algorithms. Even more strange, considering that BLAS/LAPACK is the de facto standard for dense matrix calculations (at least, as specification).
I understand that there are other more recent and sofisticate libraries that try to improve/extend the blas/lapack, for example I've looked at eigen and flens, but still it would be nice to have a cilkplus version of the "standard" blas implementation.
Is this depending by a very limited spread of cilkplus?
http://parallelbook.com/downloads has Cilk Plus code (see "CODE EXAMPLES FROM BOOK") for a few BLAS operations in a Cholesky decomposition example: gemm, portrf, syrk, and trsm. The routines are templates, so they work for any precision.
On the plus side, the Cilk Plus versions give you good composition properties, i.e. you can use them in separate parts of a spawn tree without worry. On the negative side, if you don't need the clean composition, then it's hard to compete with highly tuned parallel BLAS libraries, because the Cilk Plus algorithms tend to be cache oblivious, whereas the highly tuned libraries can exploit cache awareness. E.g., a cache aware algorithm can carefully schedule multiple threads on the same core to work on the same blocks, and thus save memory fetch overhead. It's a lot of work to get the cache awareness right for each machine, but BLAS authors are willing to do the work.
It's exactly the cache awareness ("I own the whole machine" programming) that thwarts clean composition, so you can't have both.
For some BLAS operations, the fork-join structure of Cilk Plus also seems to limit performance compared to less structured parallelism. See slide 2 of http://www.netlib.org/utk/people/JackDongarra/WEB-PAGES/cscads-libtune-09/talk17-knobe.pdf for some examples.
Taking gemm as example, at the end the parallel routine is just calling the blas (sgemm, dgemm, etc.) routine. This might be the netlib reference, or atlas, or openblas, or mkl, but this is opaque in the suggested citation. I was asking for the existence of cilkplus implementation of the reference routine, e.g. something like
void dgemm(MATRIX & A, MATRIX & B, MATRIX & C) {
#pragma cilk grainsize = 64
cilk_for(int i = 1; i <= A.rows; i++) {
double *x = &A(i, 1);
for (int j = 1; j <= A.cols; j++, x += A.colstride)
ROW(C, i) += (*x) * ROW(B, j);
}
}

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.

Are there compilers that optimise floating point operations for accuracy (as opposed to speed)?

We know that compilers are getting better and better at optimising our code and make it run faster, but my question are there compilers that can optimise floating point operations to ensure greater accuracy.
For example a basic rule is to perform multiplications before addition, this is because multiplication and division using floating point numbers does not introduce inaccuracies as great as that of addition and subtraction but can increase the magnitude of inaccuracies introduced by addition and subtraction, so it should be done first in many cases.
So a floating point operation like
y = x*(a + b); // faster but less accurate
Should be changed to
y = x*a + x*b; // slower but more accurate
Are there any compilers that will optimise for improved floating point accuracy at the expense of speed like I showed above? Or is the main concern of compilers speed with out looking at accuracy of floating point operations?
Thanks
Update: The selected answer, showed a very good example where this type of optimisation would not work, so it wouldn't be possible for the compiler to know before hand what is the more accurate way to evaluate y. Thanks for the counter example.
Your premise is faulty. x*(a + b), is (in general) no less accurate than x*a + x*b. In fact, it will often be more accurate, because it performs only two floating point operations (and therefore incurs only two rounding errors), whereas the latter performs three operations.
If you know something about the expected distribution of values for x, a, and b a priori, then you could make an informed decision, but compilers almost never have access to that type of information.
That aside, what if the person writing the program actually meant x*(a+b) and specifically wanted the exactly roundings that are caused by that particular sequence of operations? This sort of thing is actually pretty common in high-quality numerical algorithms.
Better to do what the programmer wrote, not what you think he might have intended.
Edit -- An example to illustrate a case where the transformation you suggested results in a catastrophic loss of accuracy: suppose
x = 3.1415926535897931
a = 1.0e15
b = -(1.0e15 - 1.0)
Then, evaluating in double we get:
x*(a + b) = 3.1415926535897931
but
x*a + x*b = 3.0
Compilers typically "optimize" for accuracy over speed, accuracy defined as exact implementation of the IEEE 754 standard. Whereas integer operations can be reordered in any way that doesn't cause overflow, FP operations need to be performed exactly as the programmer specifies. This may sacrifice numerical accuracy (ordinary C compilers are not equipped to optimize for that) but faithfully implements the what the programmer asked.
A programmer who is sure he hasn't manually optimized for accuracy may enable compiler features like GCC's -funsafe-math-optimizations and -ffinite-math-only to possibly extract extra speed. But usually there isn't much gain.
No, there isn't. Stephen Canon gives some good reasons why this would be a stupid idea, and he's correct; so you won't find a compiler that does this.
If you as the programmer have some knowledge about the ranges of numbers you're manipulating, you can use parentheses, temporary variables and similar constructs to strongly hint the compiler about how you want things done.