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title: KohakuAccel compiler framework
summary: >-
  A frameworkized three-level IR for MAG + NoC-mesh accelerators, plus the tools
  that make a frontend, a backend and an IR easier to design.
tags:
  - compiler
  - framework

The compiler stack

Independent of the driver. The compiler produces an artifact; the driver executes one. Neither imports the other.

What we ship, and what "framework" means here

Shipping a working middle is not enough. A framework is judged by what it makes possible, so the question this package answers is:

What would otherwise stop you building a compiler on top of MAG + NoC mesh, when your workload is inside our scope?

Three answers, and they are the three halves of this package:

  1. A working middle. Placement, round packing, coalescing, completion accounting, emission. Machine-determined, identical for every workload.
  2. An IR you inherit rather than invent. Three levels, with traversal, verification, printing and a pass manager already written. You define what your nodes MEAN; you do not write a compiler infrastructure.
  3. Tools for the two ends. Builders that make an L3 graph without hand-wiring it, and a declarative ISA toolkit that turns a field table into an encoder, a decoder, a validator and a disassembler.

Point 3 is the one people skip and then regret. Hand-rolled bit packing is exactly the defect class noc_pkt.vh demonstrates in RTL — one layout restated in seven places, correct only by agreement — and a unit ISA invites the same mistake in Python.

The pipeline

your frontend      L3 graph        L2 schedule       L1 program      your backend
tensor ops    ->   what the   ->   where and     ->  instruction ->  bits on
scene              work is         when                streams        the wire
filter graph
task set
  PROJECT          FRAMEWORK IR    FRAMEWORK       FRAMEWORK IR     PROJECT
                   + your nodes    (all of it)     + your encoding

Three levels, and the claim is that every workload in scope has all three — only the content differs.

L3: graph L2: schedule L1: program
tensor shaped tensor ops, fusion passes over tiles, on clusters GEMM/FILL/DRAIN instructions
ray tracing scene, BVH build, bounce stages tiles x bounces, on units trace/shade instruction per tile
DSP a filter graph stage x block, pinned pipeline filter opcodes and coefficients
CPU mesh parallelizable task decomposition sub-kernel per core, per superstep the sub-kernel's compiled code

For a CPU mesh the chain reads: complex parallelizable task -> a graph of how it splits into parallel stages -> a schedule binding stages to cores and supersteps -> one sub-kernel per core -> your own compiler turns that sub-kernel into code. The last arrow is a backend we do not own, and the ISA toolkit is aimed exactly there.

What the topology forces — the reason a middle exists at all

Six constraints, none from a workload.

1. Work must be placed on coordinates. Endpoints live at (x, y).

2. Distance is computable. XY dimension-order routing makes hops between two endpoints exactly |Δx| + |Δy|, so a placement cost function exists without knowing what is placed.

3. Memory is reached by descriptor, ahead of time. No demand fetch, so every compiler emits explicit movement and every task has a statically known footprint or does not fit.

4. Dispatch is in bounded rounds. stage_flits and ncmd bound one round; packing is the same arithmetic for a GEMM or a bounce.

5. Credit bounds in-flight instructions per unit. Exceeding INST_DEPTH does not slow the machine, it wedges it: a full instruction FIFO backpressures the link carrying the memory responses that unit is waiting for. A scheduler that does not model this emits programs that hang.

6. Completion is counted, not named. Knowing how many completions a round produces is a compile-time obligation.

What the topology gives — and why it generalises

Multi-destination reads. A read request carries extra destinations, so one fetch, one pass through the transform stage, serves several units. Usually described as a tensor trick — every cluster sweeps the same rows of A — but it is nothing of the kind:

  • tensor: shared A-operand rows
  • ray tracing: BVH top levels, which every tile reads
  • CPU mesh: a shared code page
  • DSP: a shared coefficient table

So coalescing is a framework pass. It depends only on two tasks declaring the same region, never on what the region holds. The communication optimisations generalise even though the computation does not — that is the payoff of a NoC substrate, and it is most of why the middle is worth having.

The upper seam: builders, so a frontend is not hand-wired

Four shapes cover every workload above:

builder shape used by
spread one domain, N independent pieces GEMM tiles, ray tiles, DSP blocks, SPMD cores
chain stage k feeds stage k+1 DSP pipelines, multi-pass rendering
gather many pieces reduce into one K-reduction, ray accumulation, histogram merge
iterate repeat a body, barrier between bounces, solver iterations, CPU supersteps

A ray-tracing frontend is roughly iterate(bounces, lambda k: spread(tiles, trace(k))). A CPU-mesh frontend is spread with policy=PINNED. A DSP frontend is chain. They compose, and composing them is what a frontend is at this layer.

The lower seam: an ISA you declare rather than pack

The backend contract is four methods, one required. But the work behind encode is where projects lose time, so the framework ships a field-table toolkit:

LOAD = InstFormat("LOAD", [
    Field("op",   8, const=0x01),
    Field("dst",  4),
    Field("addr", 34),
    Field("len",  16),
])

From that one declaration you get encode(**kwargs) with range checking on every field, decode(word), a disassembler, and a round-trip test. Overlapping or over-wide fields raise at construction rather than producing traffic that routes plausibly and means something else.

Where this stops

  • Software pipelining across rounds does not fit. A barrier separates rounds. A DSP chain wanting stage k of block b+1 overlapped with stage k+1 of block b wants what the round model forbids — such a workload emits ONE round of long-running tasks that stream unit-to-unit and pipelines inside the units.
  • Data-dependent dispatch does not fit. A footprint must be known before staging; discovering what to read by reading means splitting into rounds and paying a host round trip.
  • Dynamic work stealing does not fit. Placement is compile-time. Uneven ray tiles will straggle; the answer is smaller tasks and more rounds.
  • Tiling is not ours. Tile shape needs capacities, reuse and a cost model that are project-specific. It happens at L3.

Layout

compiler/
  kohakuaccel/
    ir/          base.py l3.py l2.py l1.py verify.py printer.py
    passes/      manager.py infer.py place.py pack.py coalesce.py emit.py
    frontend/    build.py domain.py
    backend/     isa.py slots.py
    machine.py   where units are, what bounds a round, hop cost
    artifact.py  the symbolic schedule a driver executes
    compile.py   the default pipeline
  kohakutpu/     the tensor frontend and backend
  examples/      saxpy, readable in one sitting
  tests/