GPU Optimization Plan for NeuroCHIMERA
GPU Optimization Plan for NeuroCHIMERA
Current Issues (Only ~10% GPU Utilization)
Identified Bottlenecks:
-
Framebuffer Recreation (Line 804-809 in engine.py)
- Recreating framebuffer every iteration
- Massive overhead
- Fix: Pre-allocate framebuffers, use ping-pong efficiently
-
CPU-GPU Data Transfers (Lines 852, 860, 868)
- Reading from GPU to CPU for convergence check
- Downloading entire frame unnecessarily
- Fix: Keep all operations on GPU, use GPU-based convergence
-
Single Render Pass
- Only using one render target at a time
- Not leveraging multiple render targets simultaneously
- Fix: Use multiple render targets in parallel
-
No Compute Shaders
- Using fragment shaders only
- Not using compute shaders for better parallelism
- Fix: Implement compute shader version
-
Sequential Operations
- Evolution, learning, metrics run sequentially
- Fix: Pipeline operations, use async execution
-
Texture Memory Management
- Not using texture arrays efficiently
- Fix: Use texture arrays, optimize memory layout
Optimization Strategies
1. Eliminate CPU-GPU Transfers
- Keep convergence check on GPU
- Use GPU-based reduction operations
- Only download when absolutely necessary
2. Pre-allocate Resources
- Create all framebuffers at initialization
- Reuse textures efficiently
- Minimize dynamic allocation
3. Parallel Render Targets
- Use multiple render targets simultaneously
- Process different operations in parallel
- Leverage GPU's parallel processing
4. Compute Shaders (OpenGL 4.3+)
- Use compute shaders for better parallelism
- Process multiple work groups simultaneously
- Better memory access patterns
5. Batch Operations
- Combine multiple operations in single pass
- Use texture arrays for batch processing
- Minimize state changes
6. Memory Optimization
- Use texture compression where possible
- Optimize texture formats
- Better memory access patterns
Expected Improvements
- 10x speedup from eliminating bottlenecks
- Better GPU utilization (from 10% to 80%+)
- Larger networks possible with same memory
- Lower latency from reduced CPU-GPU transfers
Implementation Priority
-
High Priority:
- Eliminate framebuffer recreation
- Remove CPU-GPU transfers for convergence
- Pre-allocate all resources
-
Medium Priority:
- Implement compute shader version
- Parallel render targets
- Batch operations
-
Low Priority:
- Memory optimization
- Texture compression
- Advanced pipelining