Buddy Compression: Enabling Large Memory for Deep Learning and HPC Workloads on GPU



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Paper Title: Buddy Compression: Enabling Large Memory for Deep Learning and HPC Workloads on GPU
Link: https://ieeexplore.ieee.org/document/9138915
Year: ISCA 2020
Keyword: Compression; GPU Compression Buddy Compression



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Highlight:

  1. First design ever for applying compression to achieve storage saving on GPGPU

  2. Most compressed lines can fit into the physical slot, while those rare overflows (and size changes after a write) can be overflowed to a secondary, larger, but slower memory region. Note that the overflow scheme is that only the overflow part is stored into the secondary storage, so the secondary storage only needs to reserve space for the overflowed part.

  3. The base design has a simple address mapping scheme, i.e., compressed lines are linearly mapped to the overflow area. The per-page design has to invoke the OS to allocate an overflow page, and then use the per-page offset to track the overflow area, which is more complicated, but the most complications arise at CPU side, not GPU side, since only host memory is managed.

Questions

  1. Storage is wasted on the overflow area, if most lines can be compressed to the target size. It is better to use a more complicated address mapping scheme, i.e., per-page overflow page, which can be easily achieved without any GPU side modification (the GPU should request such a page to the host CPU if it is not there yet).

  2. The paper suggests that the base design uses linearly mapped overflow area, while in the base design there is per-page compression ratio and per-page offset field. This is unnecessary for the base design, but required for the per-allocation design.

This paper proposes Buddy Compression, a GPGPU main memory compression scheme for simplicity and effectiveness. The paper is motived by the fact that modern GPU workload sizes often exceed the maximum possible memory size of the GPU device, while the latter is difficult to scale due to physical constraints. Conventional GPU compression schemes, however, are typically only designed for bandwidth saving but not storage reduction, since main memory compression most likely will produce variably sized pages, which are difficult to handle on GPGPUs due to lack of an OS and frequent page movement.

Buddy compression, on the other hand, is the first ever GPGPU compression design that explores the aspect of bandwidth saving. The design relies on a two-level storage hierarchy and an opportunistic storage policy. On the first level, the GPU’s main memory stores most of the compressed lines in fix sized slots, the length of which is smaller than an uncompressed line. Most of the accesses to compressed data are fulfilled solely by these slots. On the second level, if a compressed line cannot be entirely stored by a fix sized slot, the rest of the line will then be stored in a secondary storage which is connected to the GPGPU via high bandwidth links. A request to such cache lines will be fulfilled by both the GPGPU’s main memory, and the secondary storage. The compressed line can only be decompressed after both parts have been fetched.

The paper assumes the following architectures. The GPGPU has a cache line size of 256 bytes, and page sizes varying from 64KB to 2MB. The cache line and page size of the host CPU does not matter. The GPU devide has its own local main memory, which has higher bandwidth, but is limited in size. The off-board memory, on the contrary, is large, but can only be accessed via an external high bandwidth link, which has higher latency and relatively lower bandwidth. The paper does not restrict the external memory to be CPU-managed host memory, or individual memory modules, as long as they can be addressed and accessed by the GPU’s MMU. The paper assumes bit-plane compression (BPC) as the compression algorithm, as it empirically works well on GPU workloads. The paper, however, also indicates that other compression algorithms can also be used as long as the hardware implementation has low latency.

Buddy Compression requires the following hardware changes. First, since cache lines are compressed, each cache line slot will be smaller, which changes the addressing scheme of GPGPU’s main memory. Given a fixed slot size of X, the physical address for line ID i will be i * X, rather than i * 256. Second, the GPU’s MMU contains a register holding the address of the secondary storage’s base address where the overflow area begins. The overflow area is an allocated, continuous chunk of memory in the secondary level storage for holding overflowed parts of the line, as we will see later. Lastly, the GPU device memory should reserve four bits per logical line in the compressed address space to remember the compressed size of the line. The memory controller needs to access the metadata first before deciding the address translation scheme. In the baseline design, the compression ratio is a fixed value for all lines in the compressed address space, and should be determined before system startup. In addition, there is no per-page offset to the overflow area, as the address mapping is just one-by-one and linear.

At startup time, the GPU’s firmware initializes parameters of the compression scheme. The most important compression parameter is the compression ratio. Given a compression ratio of R, the compressed address space has a total size of (256 / R) * S, where S is the size of the uncompressed address space. In other words, Buddy Compression simply reduces the size of each physical slot by R times, and maps compressed lines to these slots as in the uncompressed design. In the meantime, the overflow memory area is allocated in the secondary storage. The overflow area is an array of slots of size (256 - 256 / R), which is linearly mapped to logical cache lines in the compressed address space.

On each memory read, the MMU reads the metadata bits first, and compares the compressed size with slot size. If slot size is smaller, the access consists of two requests. The first request reads the entire slot, and the second request reads the rest of the data from the secondary storage. The second storage address can be computed by adding P * i to the base address of the overflow area, where i is the requested line ID, and P is the secondary storage slot size. The MMU then waits for both request to finish, and invokes the decompressor to unpack the bits. For memory writes, the data is first compressed with hardware compressor, and then stored into the local slot. If the compressed size is larger than slot size, the rest of the line is written into the secondary storage using the same address mapping scheme as in reads.

The paper also proposes adding a metadata cache to avoid accessing the metadata bits for each request. The metadata cache is organized as a set-associative sector cache, which prefetches a block of bits from the metadata area, if a cache miss occurs, which works pretty well when the access has high locality.

To further improve compression ratio, the paper also observes that, although certain parts of the workloads can be compressed really well due to homogeneous data, the overall compression ratio is often inferior because of uncompressable objects. The paper thus proposes that compression should be performed per-malloc, since data within a malled’ed chunk is usually of higher compression ratio. In this scheme, the compression ratio target should be set in a per-page granularity, and so does the overflow page address in the overflow storage. To this end, two extra field will be added to the PTE on the GPU side for tracking target compression ratio and page offset, respectively. The MMU should compute the memory access scheme based on the per-page information, rather than global settings.