SKEDSOFT

Real Time Systems

Introduction: The computer hardware industry experienced a rapid growth in the graphics hardware market during this past decade, with fierce competition driving feature development and increased hardware performance. One important advancement during this time was the programmable graphics pipeline. Such pipelines allow program code, which is executed on graphics hardware, to interpret and render graphics data. Soon after its release, the generality of the programmable pipeline was quickly adapted to solve non-graphics-related problems. However, in early approaches, computations had to be transformed into graphics-like problems that a graphics processing unit (GPU) could understand. Recognizing the advantages of general purpose computing on a GPU, language extensions and runtime environments were released by major graphics hardware vendors and software producers to allow general purpose programs to be run on graphics hardware without transformation to graphics-like problems.

Today, GPUs can be used to efficiently handle dataparallel compute-intensive problems and have been utilized in applications such as cryptology, supercomputing , finance, ray-tracing, medical imaging, video processing, and many others.

There are strong motivations for utilizing GPUs in realtime systems. Most importantly, their use can significantly increase computational performance. A review of
published research shows that performance increases commonly range from 4x to 20x , though increases of up to 1000x are possible in some problem domains. Tasks accelerated by GPUs may execute at higher frequencies or perform more computation per unit time, possibly improving system responsiveness or accuracy.

GPUs can also carry out computations at a fraction of the power needed by traditional CPUs. This is an ideal feature for embedded and cyber-physical systems. Further power efficiency improvements can be expected as processor manufacturers move to integrate GPUs in on-chip designs. On-chip designs may also signify a fundamental architectural shift in commodity processors. Like the shift to multicore, it appears that the availability of a GPU may soon be as common as multicore is today. This further motivates us to investigate the use of GPUs in real-time systems.

A GPU that is used for computation is an additional processor that is interfaced to the host system as an I/O device, even in on-chip architectures. An I/O-interfaced accelerator co-processor, like a GPU or digital signal processor, when used in a real-time system, is unlike a nonaccelerator I/O device. In work on real-time systems, the use of non-accelerator devices, such as disks or network interfaces, has been researched extensively, with issues such as contention resolution and I/O response time being the primary focus. While these are also concerns for GPUs, the role of the device in the system is different. A real-time system that reads a file from a disk or sends a packet out on a network uses these devices to perform a functional requirement of the system itself. Further, these actions merely cause delays in execution on the CPU; the operations themselves do not affect the actual amount of CPU computation that must be performed. This is not the case for a GPU co-processor as its use accelerates work that could have been carried out by a CPU and does not realize a new functional feature for the system. The performance of a real-time system with a GPU co-processor is dependent upon three inter-related design aspects: how traditional device issues (such as contention) are resolved; the extent to which the GPU is utilized; and the gains in CPU availability achieved by offloading work onto the GPU.

In this paper, we consider the use of GPUs in soft realtime multiprocessor systems, where processing deadlines may be missed but deadline tardiness must be bounded. Our focus on soft real-time systems is partially motivated by the prevalence of application domains where soft realtime processing is adequate. Such a focus is further motivated by fundamental limitations that negatively impact hard real-time system design on multiprocessors. In the multiprocessor case, effective timing analysis tools to compute worst-case execution times are lacking due to hardware complexities such as shared caches. Also, in the hard real-time case, the use of non-optimal scheduling algorithms can result in significant utilization loss when checking schedulability, while optimal algorithms have high runtime overheads. In contrast, many global scheduling algorithms are capable of ensuring bounded deadline tardiness in soft real-time systems with no utilization loss and with acceptable runtime overheads. One such algorithm is the global earliest-deadline-first (G-EDF) algorithm [16].

As G-EDF can be applied to ensure bounded tardiness with no utilization loss in systems without a GPU, we consider it as a candidate scheduler for GPU-enabled systems.
We note however, that existing G-EDF analysis has its limitations. Specifically, most analysis is what we call suspension-oblivious in that it treats any self-suspension (be it blocking to obtain a lock or waiting time to complete an I/O transaction) as execution time on a CPU. This implies that the interval of time a task suspends from a CPU to execute on a GPU must also be charged as execution on a CPU. Under these conditions, it appears that a GPU may be useless if work cannot be offloaded from the CPUs. However, a GPU is an accelerator co-processor; it can perform more work per unit time than can be done by a CPU. Therefore, there may still be benefits to using a GPU even if CPU execution charges must mask suspensions. In this paper, we determine the usefulness of a GPU in a soft real-time multiprocessor system by answering the following question: How much faster than a CPU must a GPU be to overcome suspension-oblivious penalties and schedule
more work than a CPU-only system?

To date, little formal real-time analysis has been done to integrate graphics hardware into real-time systems, and this work, to our knowledge, is the first to investigate the integration of a GPU into a soft real-time multiprocessor environment. The contributions of this paper are as follows. We first profile common usage patterns for GPUs and explore the constraints imposed by both the graphics hardware architecture and the associated software drivers. We then present a real-time task model that is used to analyze the widely-available platform of a four-CPU, single- GPU system. With this model in mind, we propose two real-time analysis methods, which we call the Shared Resource Method and the Container Method, with the goal of providing predictable system behavior while maximizing processing capabilities and addressing real-world platform constraints. We compare these methods through schedulability experiments to determine when benefits are realized from using a GPU. Additionally, we present an implementation-oriented study that was conducted to confirm the necessity of real-time controls over a GPU in an actual real-time operating system environment. The paper concludes with a discussion of other avenues for possible real-time analysis methods and considers other problems presented by the integration of CPUs and GPUs.