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kl lang

kl is a language for easy and high performance compute kernel and graphics shader programming. It targets CPUs and GPUs with both an LLVM-IR backend and a SPIR-V backend. The key idea is (taken from Halide) to separate the algorithm from the execution location/schedule/pattern. It does this by letting the programmer write the algorithm and then independently specify when and where bits of code are executed in a fine-grained way.

depends

Meson and Ninja are used as the build system. LLVM and glslang are required for the LLVM-IR and SPIR-V backend/codegen.

# pacman -S meson ninja llvm llvm-libs glslang

Alternatively, a nix derivation is provided. This can be used either by doing nix-build, or entering a nix-shell and entering the following commands.

building

$ meson setup build
$ cd build
$ ninja

usage

$ build/compiler input.kl output.ir

testing

$ ninja test

status

  • frontend
    • basic imperative language
    • control flow (if/for/while/switch/functions)
    • primitive types (bool, {u,i,f}{8,16,32,64})
    • linkable with C
    • user defined types
      • structs
      • arrays
    • builtin functions
      • casts
      • maths
      • advanced bitwise
    • memory
      • heap backed variables
      • compiler knows all aliasing (or no aliasing)
      • pointers like C++ references and unique_ptrs
      • initialisation?
      • custom allocators
    • modules
      • import/export definitions from/to other kl files
      • import/export definitions from/to C files
      • top level file definition order unimportant
    • generic programming
      • compiletime type things
      • builtins type functions for "is a", "has a"
  • backend
    • LLVM backend
    • SPIR-V backend
    • evaluator/interpreter
      • arbitrary compiletime execution
    • switching between backends at arbitrary code locations
      • transparent transfer between processors (CPU, SIMD, GPU, ...)

ideas

  • halide and futhark inspiration
    • futhark is a language compiler written in haskell generating opencl
    • halide is an eDSL in C++ using LLVM as a backend, then generating x86, ARM, CUDA
    • futhark has a much nicer language/workflow versus halide
    • futhark and halide are both functional
    • halide algorithms are completely pure, taking pixel coordinates and saying what input and output pixel coordinates to operate on
    • "not turing complete"
    • because theres no recursion in halide
    • seperate out the algorithm from the schedule
    • give fine grained control over which and what shape cores to use
    • use an explicit parser and code generator, don't piggyback on C++ like halide
  • sorting for locality
    • halide doesnt (I think) sort the input for locality
    • could morton sort multidimensional input
    • greatest common subset of functionality between GPU, CPU, CPU SIMD
      • no recursion or virtual functions because GPUs dont support it
      • no strings
  • interfacing
    • just generate blobs of object code that take pointers or short arrays of ints/bytes and return the same
    • maybe generate or parse C headers... probably hard
    • not sure how to manage the blobs, uploading to the GPU, spawning the threads etc
    • just operate on blobs in memory, no need for input/output operations, and especially no string operations
  • execution
    • allow complete control of when code is compiled and where code is executed
    • compilation modes: offline, JIT, REPL
    • where the code executes
      • backends LLVM IR and SPIR-V give us basically all platforms
      • SIMD (SSE, AVX, NEON, etc)
      • FPU
      • GPU
      • multiple cores, sockets, machines...
      • handle the data transfer in a default sensible way
    • would be incredible for debugging experience to REPL code on the GPU
  • better operators
    • first class support for
      • vectors and matrices
      • bitwise and bytewise shifts, rotates, shuffles, etc
      • all the kinds of atomics and synchronisation primitives in LLVM IR and SPIRV
    • clearer modulo and remainder differentiation
      • and allow "always positive modulo" with builtin

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kl is a language for easy and high performance compute kernel and graphics shader programming

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