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Multiprocessor Interconnection Networks Todd C. Mowry CS 495 October 30, 2002

Explore the design issues, network topology, and performance evaluation criteria of multiprocessor interconnection networks in this comprehensive guide. Learn about different design options such as topology, routing, and physical implementation, along with evaluation criteria like latency, bisection bandwidth, and fault tolerance. Understand key concepts like synchronous vs. asynchronous communication and various network structures including buses, crossbars, rings, hypercubes, and more. Dive into real-world examples and comparisons to scale k-ary d-cubes effectively. Discover the scalability challenges and optimizations for multiprocessor interconnection networks.

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Multiprocessor Interconnection Networks Todd C. Mowry CS 495 October 30, 2002

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  1. Multiprocessor InterconnectionNetworksTodd C. MowryCS 495October 30, 2002 • Topics • Network design issues • Network Topology • Performance

  2. Networks • How do we move data between processors? • Design Options: • Topology • Routing • Physical implementation

  3. Evaluation Criteria • Latency • Bisection Bandwidth • Contention and hot-spot behavior • Partitionability • Cost and scalability • Fault tolerance

  4. Communication Perf: Latency • Time(n)s-d = overhead + routing delay + channel occupancy + contention delay • occupancy = (n + ne) / b • Routing delay? • Contention?

  5. Link Design/Engineering Space • Cable of one or more wires/fibers with connectors at the ends attached to switches or interfaces Synchronous: - source & dest on same clock Narrow: - control, data and timing multiplexed on wire Short: - single logical value at a time Long: - stream of logical values at a time Asynchronous: - source encodes clock in signal Wide: - control, data and timing on separate wires

  6. P P P Buses • • Simple and cost-effective for small-scale multiprocessors • • Not scalable (limited bandwidth; electrical complications) Bus

  7. Crossbars • • Each port has link to every other port • + Low latency and high throughput • - Cost grows as O(N^2) so not very scalable. • - Difficult to arbitrate and to get all data lines into and out of a centralized crossbar. • • Used in small-scale MPs (e.g., C.mmp) and as building block for other networks (e.g., Omega).

  8. Rings • • Cheap: Cost is O(N). • • Point-to-point wires and pipelining can be used to make them very fast. • + High overall bandwidth • - High latency O(N) • • Examples: KSR machine, Hector

  9. (Multidimensional) Meshes and Tori • O(N) switches (but switches are more complicated) • Latency : O(k*n) (where N=kn) • High bisection bandwidth • Good fault tolerance • Physical layout hard for multiple dimensions 3D Cube 2D Grid

  10. Real World 2D mesh • 1824 node Paragon: 16 x 114 array

  11. Hypercubes • • Also called binary n-cubes. # of nodes = N = 2^n. • • Latency is O(logN); Out degree of PE is O(logN) • • Minimizes hops; good bisection BW; but tough to layout in 3-space • • Popular in early message-passing computers (e.g., intel iPSC, NCUBE) • • Used as direct network ==> emphasizes locality

  12. k-ary d-cubes • • Generalization of hypercubes (k nodes in every dimension) • • Total # of nodes = N = k^d. • • k > 2 reduces # of channels at bisection, thus allowing for wider channels but more hops.

  13. Embeddings in two dimensions • Embed multiple logical dimension in one physical dimension using long wires 6 x 3 x 2 3 x 3 x 3

  14. Trees • • Cheap: Cost is O(N). • • Latency is O(logN). • • Easy to layout as planar graphs (e.g., H-Trees). • • For random permutations, root can become bottleneck. • • To avoid root being bottleneck, notion of Fat-Trees (used in CM-5)

  15. Multistage Logarithmic Networks • Key Idea: have multiple layers of switches between destinations. • • Cost is O(NlogN); latency is O(logN); throughput is O(N). • • Generally indirect networks. • • Many variations exist (Omega, Butterfly, Benes, ...). • • Used in many machines: BBN Butterfly, IBM RP3, ...

  16. Omega Network • • All stages are same, so can use recirculating network. • • Single path from source to destination. • • Can add extra stages and pathways to minimize collisions and increase fault tolerance. • • Can support combining. Used in IBM RP3.

  17. Butterfly Network • • Equivalent to Omega network. Easy to see routing of messages. • • Also very similar to hypercubes (direct vs. indirect though). • • Clearly see that bisection of network is (N / 2) channels. • • Can use higher-degree switches to reduce depth.

  18. Properties of Some Topologies Topology Degree Diameter Ave Dist Bisection D (D ave) @ P=1024 1D Array 2 N-1 N / 3 1 huge 1D Ring 2 N/2 N/4 2 huge 2D Mesh 4 2 (N1/2 - 1) 2/3 N1/2 N1/2 63 (21) 2D Torus 4 N1/2 1/2 N1/2 2N1/2 32 (16) k-ary d-cube 2d dk/2 dk/4 dk/4 15 (7.5) @d=3 Hypercube n=logN n n/2 N/2 10 (5)

  19. Real Machines • In general, wide links => smaller routing delay • Tremendous variation

  20. How many dimensions? • d = 2 or d = 3 • Short wires, easy to build • Many hops, low bisection bandwidth • Requires traffic locality • d >= 4 • Harder to build, more wires, longer average length • Fewer hops, better bisection bandwidth • Can handle non-local traffic • k-ary d-cubes provide a consistent framework for comparison • N = kd • scale dimension (d) or nodes per dimension (k) • assume cut-through

  21. Scaling k-ary d-cubes • What is equal cost? • Equal number of nodes? • Equal number of pins/wires? • Equal bisection bandwidth? • Equal area? • Equal wire length? • Each assumption leads to a different optimum • Recall: • switch degree: d diameter = d(k-1) • total links = N*d • pins per node = 2wd • bisection = kd-1 = N/d links in each directions • 2Nw/d wires cross the middle

  22. Scaling: Latency • Assumes equal channel width

  23. Average Distance with Equal Width • Assumes equal channel width • but, equal channel width is not equal cost! • Higher dimension => more channels Avg. distance = d (k-1)/2

  24. Latency with Equal Width • total links(N) = Nd

  25. Latency with Equal Pin Count • Baseline d=2, has w = 32 (128 wires per node) • fix 2dw pins => w(d) = 64/d • distance up with d, but channel time down

  26. Latency with Equal Bisection Width • N-node hypercube has N bisection links • 2d torus has 2N 1/2 • Fixed bisection => w(d) = N 1/d / 2 = k/2 • 1 M nodes, d=2 has w=512!

  27. Larger Routing Delay (w/ equal pin) • Conclusions strongly influenced by assumptions of routing delay

  28. Latency under Contention • Optimal packet size? Channel utilization?

  29. Saturation • Fatter links shorten queuing delays

  30. Data transferred per cycle • Higher degree network has larger available bandwidth • cost?

  31. Advantages of Low-Dimensional Nets • What can be built in VLSI is often wire-limited • LDNs are easier to layout: • more uniform wiring density (easier to embed in 2-D or 3-D space) • mostly local connections (e.g., grids) • Compared with HDNs (e.g., hypercubes), LDNs have: • shorter wires (reduces hop latency) • fewer wires (increases bandwidth given constant bisection width) • increased channel width is the major reason why LDNs win! • LDNs have better hot-spot throughput • more pins per node than HDNs

  32. Routing • Recall: routing algorithm determines • which of the possible paths are used as routes • how the route is determined • R: N x N -> C, which at each switch maps the destination node nd to the next channel on the route • Issues: • Routing mechanism • arithmetic • source-based port select • table driven • general computation • Properties of the routes • Deadlock free

  33. Store&Forward vs Cut-Through Routing • h(n/b + D) vs n/b + h D • h: hops, n: packet length, b: badwidth, • D: routing delay at each switch

  34. Routing Mechanism • need to select output port for each input packet • in a few cycles • Reduce relative address of each dimension in order • Dimension-order routing in k-ary d-cubes • e-cube routing in n-cube

  35. Routing Mechanism (cont) P3 P2 P1 P0 • Source-based • message header carries series of port selects • used and stripped en route • CRC? Packet Format? • CS-2, Myrinet, MIT Artic • Table-driven • message header carried index for next port at next switch • o = R[i] • table also gives index for following hop • o, I’ = R[i ] • ATM, HPPI

  36. Properties of Routing Algorithms • Deterministic • route determined by (source, dest), not intermediate state (i.e. traffic) • Adaptive • route influenced by traffic along the way • Minimal • only selects shortest paths • Deadlock free • no traffic pattern can lead to a situation where no packets mover forward

  37. Deadlock Freedom • How can it arise? • necessary conditions: • shared resource • incrementally allocated • non-preemptible • think of a channel as a shared resource that is acquired incrementally • source buffer then dest. buffer • channels along a route • How do you avoid it? • constrain how channel resources are allocated • ex: dimension order • How do you prove that a routing algorithm is deadlock free

  38. Proof Technique • Resources are logically associated with channels • Messages introduce dependences between resources as they move forward • Need to articulate possible dependences between channels • Show that there are no cycles in Channel Dependence Graph • find a numbering of channel resources such that every legal route follows a monotonic sequence • => no traffic pattern can lead to deadlock • Network need not be acyclic, only channel dependence graph

  39. Examples • Why is the obvious routing on X deadlock free? • butterfly? • tree? • fat tree? • Any assumptions about routing mechanism? amount of buffering? • What about wormhole routing on a ring? 2 1 0 3 7 4 6 5

  40. Flow Control • What do you do when push comes to shove? • ethernet: collision detection and retry after delay • FDDI, token ring: arbitration token • TCP/WAN: buffer, drop, adjust rate • any solution must adjust to output rate • Link-level flow control

  41. Examples • Short Links • Long links • several messages on the wire

  42. Link vs global flow control • Hot Spots • Global communication operations • Natural parallel program dependences

  43. Case study: Cray T3E • 3-dimensional torus, with 1024 switches each connected to 2 processors • Short, wide, synchronous links • Dimension order, cut-through, packet-switched routing • Variable sized packets, in multiples of 16 bits

  44. Case Study: SGI Origin • Hypercube-like topologies with up to 256 switches • Each switch supports 4 processors and connects to 4 other switches • Long, wide links • Table-driven routing: programmable, allowing for flexible topologies and fault-avoidance

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