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Tiling

Tiling is TiGrIS’s core technique for fitting large models into small SRAM. A Conv2D at position (x, y) reads only a local neighborhood of the input. By processing feature maps in horizontal strips, peak activation memory drops in proportion to the strip height.

A 96x96 feature map with 64 channels occupies 576 KB in int8, already larger than the total SRAM on most Cortex-M and ESP32 targets. Without tiling, the entire feature map must be live in SRAM simultaneously. With tiling, only a strip of height tile_h + halo needs to be resident.

The tradeoff: halo rows at tile boundaries are recomputed, adding a small amount of redundant work. In practice the overhead is low, typically under 5% for models with moderate receptive fields.

TiGrIS applies three strategies in preference order. The compiler selects the simplest strategy that fits the budget.

The stage fits in the SRAM budget without tiling. Load inputs from slow memory, execute all ops, spill outputs to slow memory, reset the arena.

This is the fastest path with no tile iteration overhead and no halo recomputation.

The stage exceeds the budget, but all ops in the stage are tileable. The output feature map is split into horizontal strips. Each strip is computed independently.

Input feature map Output feature map
┌──────────────────┐ ┌──────────────────┐
│ halo overlap │──┐ │ │
├──────────────────┤ ├──────>│ Tile 0 out │
│ Tile 0 rows │──┘ │ │
├──────────────────┤ ├──────────────────┤
│ halo overlap │──┐ │ │
├──────────────────┤ ├──────>│ Tile 1 out │
│ Tile 1 rows │──┘ │ │
├──────────────────┤ ├──────────────────┤
│ halo overlap │──┐ │ │
├──────────────────┤ ├──────>│ Tile 2 out │
│ Tile 2 rows │──┘ │ │
└──────────────────┘ └──────────────────┘

Each input tile includes halo rows from the neighboring tile. The halo provides the spatial context that Conv/Pool kernels need at boundaries. Halo regions overlap between adjacent tiles.

The tile loop for a single stage:

for tile_idx in 0..num_tiles:
1. Compute input row range: [start - halo_top, end + halo_bottom]
2. Load input strip from slow memory into arena
3. Execute all ops in stage on the strip
4. Write output strip to slow memory
5. Reset arena

Two or more consecutive tileable stages form a chain when each stage has exactly one output feeding the next stage’s sole input. Chain tiling fuses the tile loops so all stages in the chain execute per tile iteration, and intermediate activations never leave SRAM.

SRAM arena
┌────────────────────┐
│ Input tile │ <-- from slow
│ (stage 0 in) │
├────────────────────┤
Stage 0 ops -->│ Intermediate tile │ <-- stays in SRAM
│ │
├────────────────────┤
Stage 1 ops -->│ Output tile │ --> to slow
│ (stage 1 out) │
└────────────────────┘

Only the first input and last output touch slow memory. Intermediates stay in the arena per tile.

Chain tiling gives the lowest spill overhead. For deep networks where many stages are individually tileable, chains can span many stages, eliminating most PSRAM traffic.

The compiler classifies every op to determine whether a stage can be tiled.

Category Operators Tileable Notes
Spatial Conv, DepthwiseConv, MaxPool, AvgPool, GlobalAveragePool Yes Contribute to receptive field and halo
Pointwise Add, Sub, Mul, Relu, Relu6, Sigmoid, HardSwish Yes No spatial extent, tile passthrough
Channel-wise Concat, BatchNorm Yes Operate along channel axis only
Resample Resize, Pad Yes Scale factors adjust tile geometry
Structural Flatten, Reshape, Transpose No Require full spatial extent
Dense Gemm, MatMul, Softmax No Operate on entire flattened vector

A stage is tileable if:

  • It contains zero untileable ops.
  • It contains at most one spatial op (Conv, DepthwiseConv, Pool).

Stages with multiple spatial ops (e.g., a backbone block with Conv + MaxPool) fall back to normal execution with slow-memory overflow if they exceed the budget.

The receptive field determines how many input rows are needed to produce one output row across the entire stage.

Walk spatial ops in reverse execution order, accumulating the receptive field:

RF = 1
cumulative_stride = 1
for each spatial op in reverse order:
eff_kernel = kernel_h + (kernel_h - 1) * (dilation_h - 1)
RF = RF + (eff_kernel - 1) * cumulative_stride
cumulative_stride = cumulative_stride * stride_h

The halo is:

halo = RF - 1
Op sequence Kernel Stride Dilation RF Halo
3x3 Conv 3 1 1 3 2
5x5 Conv 5 1 1 5 4
3x3 Conv, stride 2 3 2 1 3 2
3x3 DWConv + 3x3 Conv 3+3 1+1 1+1 5 4
3x3 dilated Conv (d=2) 3 1 2 5 4

Given the stage’s peak memory peak at full height H, the target tile height is:

tile_h = floor(budget * H / peak) - halo

The number of tiles:

num_tiles = ceil(H / tile_h)

Tiled peak memory:

tiled_peak ≈ peak * (tile_h + halo) / H

Redundant computation overhead:

overhead_bytes = halo * input_width * channels * (num_tiles - 1)

The compiler verifies tiled_peak <= budget and adjusts tile_h downward if needed.

The compiler scans consecutive stages looking for chains:

  1. Stage N is tileable.
  2. Stage N+1 is tileable.
  3. Stage N has exactly one output tensor.
  4. That tensor is consumed only by Stage N+1 (no fan-out).
  5. The intermediate tensor has spatial dimensions (not a 1D vector).

Chains are extended greedily: if Stage N+2 also qualifies, it joins the chain.

Starting from the last stage’s output tile height, the compiler walks backward through the chain. Each spatial op’s kernel, stride, and dilation determine the required input tile height:

input_tile_h = output_tile_h * stride + (kernel - 1) * dilation

All intermediate tile sizes are computed this way.

The compiler binary-searches for the maximum output tile height such that the sum of all intermediate tile sizes (with alignment padding) fits within the SRAM budget. Larger tile heights mean fewer iterations and less halo overhead.

Arena during one chain tile iteration:

Low addr High addr
┌──────────┬──────────┬──────────┬──────────┐
│ Stage 0 │ Stage 0 │ Stage 1 │ Scratch │
│ input │ output / │ output │ buffers │
│ tile │ Stage 1 │ tile │ │
│ │ input │ │ │
└──────────┴──────────┴──────────┴──────────┘

After Stage 0 finishes, its input tile is freed. Stage 1 reuses that arena space. Only the final output tile is spilled to slow memory.