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:
- A working middle. Placement, round packing, coalescing, completion accounting, emission. Machine-determined, identical for every workload.
- 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.
- 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
kof blockb+1overlapped with stagek+1of blockbwants 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/