Optimizing Sort Algorithms for the PS3 Part 5 (Parallel Sort on 2 SPUs)

11 July 2011

Sorting is a simple but important concept for implementing games. For example, sorting transparent objects before rendering or sorting objects by state attribute (e.g. texture) to improve batching. Because of the way most algorithms work (comparing and swapping pairs of items) sorting often takes precious time. With multi-core architectures like the PS3 it makes sense to parallelize this operation to maximize the use of these cores.

In the previous part we have started running these implementations on a SPU to improve performance even further. In this part we will run our sort functions on multiple SPUs and create a parallel sort implementation. However we will have to address the array size limitation.

Quick Links == Part 1 (Quicksort)

Part 2 (Merge)

Part 3 (Merge Sort)

Part 4 (Offloading on 1 SPU)

Part 5 (Parallel Sort on 2 SPUs)

Part 6 (Final Optimizations)

The entire series is also available as a single PDF document.

Queuing Offload Blocks == The function we use to offload sorting on 1 SPU (sortOffloadedLocalMem) is blocking, which means that the PPU is blocked while the SPU is sorting the array. We have to change this function if we want to use it in a parallel merge, because we need multiple SPUs to work at the same time. This can be done with the __offload keyword and a simple queue:

template<typename T>
void sortChunkQueued(T *data, size_t start, size_t end, ThreadQueue *queue)
{
    size_t count = (end - start + 1);
    if(count < 2)
        return;
    // wait until the number of active blocks is less than the maximum number
    // try to join blocks in the queue and remove the ones that are finished
    queue->waitForSlot();
    // execute the block on a SPU and immediately return an execution handle
    offloadThread_t handle = __offload(data, start, end, count)
    {
        size_t size = count * sizeof(T);
        if(count <= MAX_SPU_ARRAY_COUNT)
        {
            AlignedT copy[MAX_SPU_ARRAY_COUNT];
            __builtin_memcpy(copy, data + start, size);
            mySort(copy, 0, count - 1);
            __builtin_memcpy(data + start, copy, size);
        }
        else
        {
            printf("Error: array size (%d) exceeds maximum size (%d)\n",
                count, MAX_SPU_ARRAY_COUNT);
        }
    };
    // add the block's execution handle to the queue
    queue->enqueue(handle);
}

Executing an __offload block returns a handle which can be used to wait until the block has been executed. The ThreadQueue class (not part of Offload) can be used to enqueue multiple blocks and join (i.e. wait for) them afterwards. The number of concurrent blocks can be specified in the constructor. In that case waitForSlot() should be called before enqueueing a block). In simple cases an array of handles could be used, but ThreadQueue is easier to use with recursive functions.

Doing two sorting operations on different SPUs at the same time is then quite easy:

T *array1, array2;
size_t size1, size2;
ThreadQueue queue;
sortQueued(array1, 0, size1 - 1, &queue);
sortQueued(array2, 0, size2 - 1, &queue);
queue.joinAllThreads();

Parallel Sort on 2 SPUs == Now that we can execute code on multiple SPUs at the same time, we can start designing our parallel sort implementation. But we still need to address the array size limitation on the SPU. The easiest solution would be to divide the array into chunks that can fit in SPU memory and then merge them on the PPU. Recall how recursive merge sort is implemented:

template<typename T>
void mergeSort(T *data, T *temp, size_t start, size_t end)
{
    size_t count = end - start + 1;
    if(count < 2)
        return;

    // divide the array to sort into two parts and sort them
    size_t mid = (start + end) / 2;
    mergeSort(data, temp, start, mid);
    mergeSort(data, temp, mid + 1, end);

    // merge two parts (data) into one (temp)
    merge(temp + start, data, start, mid, data, mid + 1, end);

    // copy one part from temp to data
    __builtin_memcpy(data + start, temp + start, (end - start + 1) * sizeof(T));
}

By substituting the function that sorts small chunks by the sortChunkQueued function we have seen earlier, and the threshold by MAX_SPU_ARRAY_COUNT we have a working parallel sort implementation. The only other required change is to join the blocks we have enqueued before merging the two sorted halves of the array (otherwise merge could access arrays still being sorted).

template<typename T>
void parallelSort(T *data, T *temp, size_t start, size_t end,
    ThreadQueue *queue)
{
    size_t count = end - start + 1;
    if(count <= MAX_SPU_ARRAY_COUNT)
    {
        sortChunkQueued(data, start, end, queue);
        return;
    }

    // divide the array to sort into two parts and sort them
    size_t mid = (start + end) / 2;
    parallelSort(data, temp, start, mid, queue);
    parallelSort(data, temp, mid + 1, end, queue);
    queue->joinAllThreads();

    // merge two parts (data) into one (temp)
    merge(temp + start, data, start, mid, data, mid + 1, end);

    // copy one part from temp to data
    __builtin_memcpy(data + start, temp + start,(end - start + 1) * sizeof(T));
}

template<typename T>
void parallelSort(T *data, size_t count)
{
    // nothing to sort
    if(count < 2)
        return;
    ThreadQueue queue;
    T *temp = (T *)memalign(16, count * sizeof(T));
    if(!temp)
    {
        FAILED_MALLOC("temp");
        return;
    }
    parallelSort(data, temp, 0, count - 1, &queue);
    free(temp);
}

This implementation behaves identically to the sequential one, except that when the size of the array gets small enough, sorting is offloaded on a SPU. Since there are two recursive calls in parallelSort and the blocks have to be joined right after that, at most two blocks will be executing in parallel on SPUs. This effectively limits this implementation to use at most 2 SPUs.

Results ==

20K floats

20K ints

64K floats

64K ints

Quicksort (PPU)

4.7 ms

2.1 ms

16.8 ms

7.1 ms

Quicksort (1 SPU)

3.1 ms

3.1 ms

Parallel quicksort (2 SPU)

3.1 ms

3.1 ms

6.2 ms

5.9 ms

Merge sort (PPU)

2.8 ms

2.4 ms

10.8 ms

9.6 ms

Merge sort (1 SPU)

1.2 ms

1.2 ms

Parallel merge sort (2 SPU)

1.2 ms

1.2 ms

3.5 ms

3.3 m

The results for this implementation can be seen in the table above. The performance for sorting 20K floats and 20K ints on 2 SPUs is similar to 1 SPU, which is reasonable since this is the threshold for offloading instead of doing another level of recursion. However, we see 3x speed-ups over PPU when sorting >20K arrays using merge sort (the speed-ups with quicksort are not as good). In addition, despite using the vectorized merge function presented earlier in the series, we do not see any significant difference in performance between sorting floats on integers on the SPU.

In the next and last post in the series we will see how to improve our parallel sort so that it can run on 4 SPUs instead of 2. In addition, we will show how to parallelize merge to run on any number of SPUs which will improve performance even further.

Codeplay Software Ltd has published this article only as an opinion piece. Although every effort has been made to ensure the information contained in this post is accurate and reliable, Codeplay cannot and does not guarantee the accuracy, validity or completeness of this information. The information contained within this blog is provided "as is" without any representations or warranties, expressed or implied. Codeplay Sofware Ltd makes no representations or warranties in relation to the information in this post.
Pierre-Andre Saulais's Avatar

Pierre-Andre Saulais

Principal Software Engineer, Compilers