Wednesday 31 October 2012

SNAFU!

I came across this "Kid Safe" site whilst searching for something unrelated. Just a sunshiney wrapper to Wikipedia by the looks.

The thing that piqued my interest is that many other 'online dictionaries' were abbreviating the 'fucked' to 'f*@#$d' or 'frigg'n', you know, the ones aimed at adults and not kids.

You know what so-called `dictionaries' it isn't 'friggan', it's fucked' and you're simply incorrect. SNAFU indeed.

Get it right.

Even a `kid-safe' site can!

A screenshot to preserve it for posterity:

... I guess that's what they get for appropriating Wikipedia.

And why Australian schoolchildren would be interested in some obscure dead president of the USA is beyond me ...

Saturday 27 October 2012

64 core Parallela & ARM A9 Zynq

Well it looks like the Parallella endeavour did get funded after-all (just minutes ago). They only really got organised in the last 3 days so I really thought it was too late but they managed to get the word out and excitement up enough to make it.

Well done.

As I said previously, the 16-core chip is a teaser and the 64-core is where the action is ... So I was pleased they offered a guaranteed 64-core version once it was clear that the $3M target was a bit optimistic. So even I, the cynical old c**t that I am, got caught up a bit in it myself and went for the 64 core chip plus the early 16 core one, cases and a t-shirt. A bit of an indulgence but I can afford it.

I'm sure most people don't really understand what they're getting into (that's pretty much the modus operandi of Kickstarter), but a Zynq board for $100 is still good value apparently even without the floating-point accelerator tacked on.

Although they just made it now, it's still open for a few hours, so get over there and have a poke if you're interested in a fully documented open embeddable low-power platform - i.e. ALL of the components will be documented and include ALL the free software to access it, including the accelerator. (well, this is what is promised, i'm not sure how far it stretches to the ARM/Zynq, but I presume that is already covered elsewhere).

This is in stark contrast to other 'open' boards such as:

  • Raspberry PI - GPU is completely closed. The graphics driver is still just a big binary blob despite the simply fraudulent recent announcement that it was now 'fully open'. One wonders at the timing of that announcement.
  • Beagleboard & friends - GPU is completely closed. The DSP and most of the on-board hardware is well documented but the OS it runs and the compiler is proprietary (last i looked).
  • Allwinner A10 - GPU and VPU are both completely closed. Even if the lima driver ever gets there, it wont be thanks to the vendor.
  • Any other ARM SOC you care to think of: programmable GPU ALL closed, VPU ALL closed.

As the basic board comes with a 'Zynq' processor, which is a dual-core A9 plus a FPGA on chip, it opens up more than just parallel processing to 'the masses' to include reconfigurable hardware too. I don't know much about these but I have it on good authority that they are very cool chips and i'm looking forward to investigating that aspect as well - if i ever get the time to (the lack of free tools there might impede too).

Given this open nature i've been a bit bummed by some of the hostile reception it's received in some of the 'open hardware/software' forums and mailing lists. Come on fellas, the world is big enough for more players - no need to get so defensive. And given how much of a whinge they've all had about vendor documentation, GPL violations, tainting buggy binary driver blobs, and everything else the cool reception is more than a little baffling. If nothing else some competition has to help making progress with other vendors who have all closed ranks.

Scalar vs SIMD, not all FLOPS are equal

I think some just don't see what the big deal is - it's just a chip not a solution, so and so have a chip that does x flops too, blah has something coming that will blow it all away, or those total flops just aren't that much ...

The problem with marketing numbers is that they're just marketing numbers. Peak FLOPS are impossible to achieve with any cpu and any algorithm - but the main avenue for increasing the FLOP count for the last 20 years - SIMD - only makes this much harder to achieve.

GPU's only make this worse. They throw so much hardware at it you still get very good results - but they aren't efficient at many tasks, and difficult enough to programme for the ones they are.

I'm sure you'd have to be living under a rock to miss the fact that when the Playstation 3 came out, a lot of developers made a lot of noise about how difficult it was to programme for. If you put in the time - and you really had to resort to assembly language - you could get phenomenal through-put through the SPUs, but if you didn't, all you had were 6 fairly gutless cores which were on top of that - a bit tricky to use. And it used a lot of power to get there.

Although the Eiphany shares some of the trickiness of use that the SPU's do (including the cache-less local memory, although it's easier to access off-core memory), simply because it is scalar a higher flop utilisation rate should be achievable for normal code. Without having to resort to assembly language or even worse - intrinsics. Not to mention the power differential: 90 odd gflops for the 64-core version ... in 5w system power.

A floating point MUL only has a latency of 4 cyles too - rather than the 7 on the CELL or 6 (iirc) for NEON, which makes the compiler or assembly language writer's job of scheduling that bit easier as well. Although assembly is an absolute must for NEON, the instruction set it so simple and there are so many registers i'd be surprised if it was needed in practice for the epiphany core.

Another point about competitors - ziilabs thing looks awesome! An embedded chip with a programmable multi-core co-processor! Yay! Oh, I can't actually get a machine with one in it? Oh. It only runs Android - a cut down, appliance version of Linux? Boo. Even if you could get one the grid-cpu is proprietary and secret and only we're allowed to use it, and you must go through the framework we provide? Blah, who cares.

Nothing's perfect

Engineering is not mathematics or science. Mathematics is absolute. Science is knowing to within a known degree of knowing. Engineering is a constant compromise. The real world has a habit of getting in the way. Cost, time, knowledge, physics, they all conspire to prevent the attainment of mathematical perfection.

The human curse that we all bear is that if we ever actually got what we truly wished for, we'd just think of something else we wanted.

PS This list is just my take on a fairly quick reading of the architecture documents and instruction set, it may contain wildly inaccurate misreadings and other mistakes.

Software
Well they're opening everything up for a reason, the 4 (or 5?) man team just doesn't have the resources to fill out everything. It's cheap enough that there should be no real barriers to entry to poking around, and the more that poke the more that gets done for free. This will be an interesting test to see how a loose group fares against multinational corporations and commercial standards bodies in coming up with usable solutions.

So it might be a while before X is accelerated, if ever.

The thing that most gives me the willies is that the sdk is based on eclipse, but it uses gcc as the backend anyway.

Memory
The 16 core version only has 32K SDRAM per core and 512K total per chip. And that includes both instruction and data. This per-core amount is the same as the cache on most ARM chips and will be a bit tricky to deal with. However this isn't a hard limit, just the limit on what is cheapest to access. OpenCL kernels are usually a lot smaller than this though, and so you can certainly get real work done with it. Not being confined to the OpenCL programming model would also enable efficient implementation of streaming (which is another way to save memory use).

The low latency instructions means loops wont have to be unrolled so much to hide them, so it should be able to achieve a higher code density anyway (not to mention the 16-bit versions of every instruction).

No cache
Only local memory. Programmers do hate this ... but the benefits you get from not having one are worth it here. A lot less power and silicon on the hardware side, and even though it might be a bit tricker to write efficient code, you're not getting hit with weird an unexpected results either because some data size hit cache tag aliasing. It goes a bit further than that too - no need for hardware memory barriers either, a write or read is a write or read to or from the target memory, not some half-way house. No cache snooping required.

I thought this (LDS) was one of the coolest features of SPUs, and it's a must-have in OpenCL too.

Latency
As one goes further from your local cell, the latency of memory access goes up quite quickly because as far as I can tell, each lane only goes one over and it requires multiple hops. But application-accessible DMA can be used to hide this and since you'll use it with the small local memory size anyway, it kind of comes for free.

Memory protection, virtual memory
None at all whatsoever on the accelerator. This is another bullet point as to how it achieves such a high flops/watt ratio.

Hardware threads
None. Rather than hide latency using multiple threads, one uses DMA.

Synchronisation primitives
None none that I noticed beyond a test and set instruction. This is a bit of a bummer actually as this kind of stuff can be very cool and very fast - but unfortunately it is also a gigantic patent minefield so i'm not surprised none is included. I'm talking about mailbox queues and mark/release type instructions for non-blocking primitives.

Since a core can only talk to its neighbours, this is probably not so useful or important anyway now I think about it.

Thursday 25 October 2012

Android face detector demo

First things first, this is not about using the android api to detect a face, it's about some code i've been experimenting with over the last few months.

I decided to just upload the skeleton demo application i've been using for testing the detector on Android. It might give me the impetus to spend some more time on it.

I've put the package on google code in the MediaZ project as DetectNEON-0.apk (for want of somewhere better to put it). Note that there is no public source for it at the moment.

Update: I was a bit too lazy and only implemented code for a front-facing camera. I just uploaded another package DetectNEON-1.apk which might fix it, or just break it for everything.

The app has an inconveniently placed slider that lets one adjust the matching threshold, which may be required under different lighting conditions or due to the qualities of the camera sensor. One can also switch between android's 'built in' face detector and mine with the buttons at the top. The aspect ratio of the video display is broken, but that isn't what i was trying to test here. It is also obviously only displaying the raw hits and not grouping them in any way.

On my ainol elf 2 tablet the detector takes around 45ms on a 640x480 input frame using the settings i've set: minimum object size detected is 51x51 pixels, up to about 400x400. The code is single-threaded and I was using 'normal' mode for the CPU scheduler.

For comparison the Android face detector API takes about 500-600ms, although it does search to a smaller size - which is a critical factor in execution time for sliding window algorithms.

It seems to work better than I remembered, but I think last time i tested it was late at night in a poorly lit room.

Update 2: Just a bit more info that is scattered over the blog.

  • The classifier is trained on very upright fully-front faces (the CBCL data set), so will not detect as wide a range of orientations as the typical OpenCV cascades.
  • Once the training set is loaded into memory, it takes about 40ms to train a 17x17 classifier with approximately 10K images using simple Java code (i7 something cpu).
  • Although there was a small amount of hand-tuning with the negative set, the training is deterministic and employs no reinforcement techniques such as boosting.
  • The classifier is a fixed size in relation to the window size. The 17x17 classifier is about 2.5k bytes in total.
  • There is no pre-processing of the input signal in this demo.
  • Hence it is fairly sensitive to noise and camera 'qualities', however it returns a probability rather than a binary result, so can be adjusted for sensitivity.
  • The NEON code classifies each single pixel in under 1 cpu cycle on a Cortex-A8 CPU.
  • I've done no statistical verification on how well it works, and i'm mostly just surprised it works at all.

Tuesday 23 October 2012

On NEON vs OpenCL

So I just reached a 'have output' milestone on some code i'm working on and I was reflecting on how much effort it was to code a similar algorithm in NEON in assembly language compared to OpenCL on a GPU.

In my case, NEON comes out on top in terms of 'developer productivity'.

  1. Mistakes crash a process - not your computer.
  2. Easier to debug in gdb (I know there are OpenCL device debuggers now, but not when I started).
  3. Better libraries.
  4. Not portable - but OpenCL isn't portable between device-classes either, and isn't available on every system.
  5. Easier memory management - it's just the same as C.
  6. Easier to bind with C code - it's just the same as C.
  7. Very low call overhead.

The last two points are quite significant. Because of the overheads of OpenCL you're forced to put big chunks of complex algorithm onto the device - not to mention the hairy code required to get good performance out of not-trivially-parallel tasks.

With NEON you only need to code the stuff that runs slower than it should in C (and despite all the years of compiler advances, there's still a lot of code like this), and just leave the complex business logic and outer loops to the compiler (it usually does an ok job at that). Even without resorting to exotic bit manipulation and in-register lookup-tables, such a simple operation as a "float - scale - clamp - byte conversion" (as typically encountered in image processing) is several times faster via NEON than in C, and not a lot harder to write.

It helps that NEON has a nice orthogonal instruction set with sane mnemonics and a healthy register count, unlike some other crap one could mention ...

Pity it's still slow!

The main issue is of course that these CPU's are pretty gutless, and you can't get the sort of performance you can out of a desktop machine, let alone a GPU (but those can't fit in your pocket either). Of course, this is the type of problem the parallella project is trying to address - but they seem to be having a bit of a kickstarter melt-down and haven't updated their project in a few days. Well one hopes the publicity gained helps them get something going anyway even if this particular effort fails.

Update: Well Adapteva finally put some more stuff up. I guess going for the 'cheaper/faster beagleboard' type thing is better than their original approach, even if it de-emphasises the parallel nature somewhat. Whether it's that or the request for more noise, it seems to be picking up a good amount, although $200K in 2 days is a big ask.

NEON complex multiply

In the last post I mentioned writing a complex multiply for NEON.

It's actually a good demonstration of the use of a NEON feature - data manipulation on loads, and it's quite trivial i'll post it here.

Complex Multiply

As one might recall, a complex multiply:

C = A * B
Is implemented as the expansion:
C = A * B
  = (A.re + A.im j) * (B.re + B.im j)
  = (A.re * B.re - A.im * B.im) + (A.re * B.im + A.im * B.re) j

Where of course j*j = -1.

If the real and imaginary parts are stored in separate planes, this translates trivially to a set of SIMD instructions, but normally they are stored as (real, imag) pairs.

VLD2

Here is where VLD2 comes to the aid of the weary programmer. It will automatically unpack 2-element fields into separate registers and simply allow you to write the code as if the data was stored as planes to start with.

It wasn't quite clear from the documentation how it handled more than 4x2 elements but with an experiment I worked it out and it does the thing you'd expect, allowing you to use quad-word ops.

Memory:

$00000000: a.real a.imag b.real b.imag
$00000010: c.real c.imag d.real d.imag

 LDR  r0,=0
 VLD2 { d0-d3 }, [r0]

Registers (as float2)

  d0  a.real b.real
  d1  c.real d.real
  d2  a.imag b.imag
  d3  c.imag d.imag

Registers (as float4)

  q0  a.real b.real c.real d.real
  q1  a.imag b.imag c.imag d.imag

Code

By unrolling the loop 4x in SIMD and 2x in instructions one can perform 8 complex multiplies per loop:

    @ r0 is address of C
    @ r1 is address of A
    @ r2 is address of B
cmult8:
    @ q8, q10 = A[0-7].real
    @ q9, q11 = A[0-8].imag
    @ q12, q14 = B[0-7].real
    @ q13, q15 = B[0-7].imag

    vld2.32  { d16-d19 },[r1]!
    vld2.32  { d24-d27 },[r2]!
    vld2.32  { d20-d23 },[r1]!
    vld2.32  { d28-d31 },[r2]!

    vmul.f32 q0,q8,q12    @ a.r * b.r [ 0-3 ]
    vmul.f32 q1,q9,q12    @ a.i * b.r
    vmul.f32 q2,q10,q14   @ a.r * b.r [ 4-7 ]
    vmul.f32 q4,q11,q14   @ a.i * b.r

    vmls.f32 q0,q9,q13    @ - a.i * b.i [ 0-3 ]
    vmla.f32 q1,q8,q13    @ + a.r * b.i
    vmls.f32 q2,q11,q15   @ - a.i * b.i [ 4-7 ]
    vmla.f32 q3,q10,q15   @ + a.r * b.i

    vst2.32  { d0-d3 },[r0]!
    vst2.32  { d4-d7 },[r0]!

    mov      pc,lr

q4-q7 are the callee-saved registers, so I simply avoid having to save them by using the others.

There is a few cycle stall for the stores at the end, but in a loop one can load the next 8 complex values before the store to avoid it.

C, NEON

I started pulling some of my experiments together into a prototype today and started to hit some annoying issues: pretty much anything in to do with large arrays of floats in C is 3-4x slower than doing it in NEON.

I can feel a lot of NEON coming on ...

Friday 19 October 2012

FFT convolution

So i looked into FFT convolution a bit more and nutted out a couple of useful things.

Two for the price of one

The real and imaginary parts of a complex DFT are basically independent if one performs linear operations on them in the complex space.

i.e. if you take two separate (real) images A, and B, and interleave Ai and Bi into a complex image C with Ci = Ai + Bi j, then you can do operations like a convolution in the fourier domain, and after the inverse, reversing the combination trick gives you the two separate images processed with the same operation. Nice.

I'd read this before but the explanations always got hairy - good news is it just works if you don't need to know anything about the signal in the fourier domain, and are just interested in processing each element independently using linear functions.

Cache friendlish 2D operations

Typically when using an FFT operator for 2D signals one does a couple of operations:

  • forward transform of one or more signals.
  • process each element by element.
  • inverse transform.

But internally a 2D FFT is implemented as a two separate passes, on the rows, then on the columns (or visa-versa), and typically might be implemented with two passes:

  • forward/inverse transform rows
  • transpose result
  • forward/inverse transform rows
  • transpose result

ffts only has a single dimensional complex FFT available, so I had to implement the 2D myself. But this provides further opportunities - since for this application I don't particularly care where the various coefficients are, I can just treat each as a separate calculation.

It lets me avoid 2x transposes and also improve the cache coherence for the filter step.

  • forward transform rows
  • transpose result
  • for each row
    • forward transform row
    • apply convolution/filter on row
    • inverse transform row
  • transpose result
  • inverse transform rows

On my test example this version ran in 73% of the time compared to a fully separate 2D convolution.

NEON cmult

I also wrote a NEON complex array multiply. With LD2 this turns out to be quite simple code although I also interleaved a loop to avoid some stalls. 35 cycles to do 8 complex multiplies.

This ran at 4x the gcc performance of a simple C implementation.

Example

Filtered with a simple low-pass pedestal filter. This takes under 200ms on a beagleboard-xm, on which the break-even point for a 2D time domain convolution is around 15x15 or so (using custom NEON code). Obviously I still have some transposition issues - this is one of the things that always gives me the willies with using FFT for signal processing. (Actually I think it's a bug in ffts, it doesn't seem to like multiple plans being created at the same time, this is the same result as if the inverse fft plan was the same as the forward one).

Update: Just a bug - ffts doesn't implement inverse properly on NEON yet, so i'm just getting 2x forwards which mirrors both axes.

Update 2: ffts is now simple to build and inverse and a few other things have been fixed as well. By doing the two at once trick above, and using some NEON for type conversion and clamping, I have the beagleboard-xm (@600Mhz) doing a full byte image to byte image round trip for a Wiener deconvolution using a non-separable point spread function in about 80ms per 512x512 image.

ARM/NEON FFT, transpose, & cache fun.

For various reasons i've had to look into using an FFT to do some image processing - mostly about performance and scalability - and i didn't really want to deal with FFTW or anything too complicated. I couldn't even find a reference to the performance of a typical ARM chip at doing 2D convolutions (at best all I found was FLOP counts which don't mean much to me).

FFTS - New SIMD FFT library

But I was lucky that a new SIMD enabled FFT library 'fastest fft in the south' - ffts from work on a thesis (afaict) has just shown up, and it supports NEON. I don't know how I found it now - because I just tried to search for it now to get a link to it and I couldn't find it again, even knowing the name, hosting site, author ... from my blog stats fft's are searched for a lot, but for some reason google is shit at finding relevant results. Might've been through stackoverflow.

Anyway - it's still in early stages but with a couple of changes from the author I got it to build on the beagleboard-xm.

It seems fast, but I don't have a handle on how fast fft's are on this hardware ... Nor have I yet written the algorithm I need to test using it. Working in the frequency domain always gives me the willies, but at least C supports complex maths directly.

2D ... transpose?

No 2D FFT at the moment, but 2D is just implemented as FFT in one dimension then the other. So for practical purposes this means along the rows then columns. Which means a transpose ...

Knowing the cache penalty I expected from implementing a straight element by element transpose I tried implementing one using tiles. Works fine, and pretty fast for small image sizes, but for 512x512 (complex float) things really start to slow down ... a lot.

I tried various tile sizes and although 16x16 helped it didn't help much ...

Avoid those redundant copies?

It's all down to the cache. That size just seems to be near worst-case in terms of address aliasing between the source and the destination. The only fix is to change the addresses used ... and the only way to do that is to use a tertiary buffer.

One normally avoids 'redundant' copies, but in this case it's akin to a scatter/gather into LDS, and global memory is only ever accessed in full cache lines (ideally - although from measurements that is less important than just doing runs).

So by transposing the data from the source tile into the buffer first, and then just memcpy'ing that out to the target in rows, I gained a nearly 10x 6x speed improvement for the 512x512 complex float case, and the transpose now scales linearly with the image size (it's about 3ms 4ms for two transposes). With the fixed size of the temp buffer, the compiler generated better code too (although the code it generated before was quite poor), although it's the cache issues that totally dominate the performance regardless.

I could always do an in-place transpose with this as well, which could be handy.

I always 'knew' this stuff, but desktop cpu's have such a large cache and performance it usually doesn't matter (much), but last time I had to really deal with it was writing code for my Amiga 1200. And that was some time ago.

Update: Fixed the numbers after actually verifying the code worked - i.e. fixing the bugs. Still very much better.

Thursday 18 October 2012

NEON, timing, object detection

Well it's been an all-NEON week and together with some very poor sleep, a hangover, and bad hayfever ... i'm pretty much over it.

But I kind of have some interesting code that manages to coax a bit of performance out of the little beagleboard-xm i'm using for coding at the moment; memory is the biggest bottleneck there. It's not the target platform, but it provides a well defined minimum baseline. I also finally hit a very measurable problem with the small cache on it ... processing 512x512 images as floats just happens to be a bad size when you go over 16 rows in a vertical span - worse than 2x performance loss for some of the code.

I also found a new (to me) fft library for NEON that I will post more on once I get it to compile.

I was looking up something and (re)came across the nice little cortex-a8 static code analyser and put it through it's paces (somehow I missed that it was just a web application last time). Learnt a bit about cycle timing and dual issue, it's got a couple of bugs but works pretty well. The display of the SPU timing tool would be nice though.

Anyway for some reason I thought vext only worked on double's (probably since vtbl does), but on seeing it worked for quads due to something else I was poking at, and how quads interacted with each other (the ARM documentation on cycle timing isn't as clear as it could be), I thought i'd go revisit the LBP object detector I wrote as I remembered I didn't use quads there. I ran a whole bunch of variations of the inner loop through the tool and shaved about 7 cycles off the time. Not bad when it was only 33 to start with. Unfortunately I ran out of NEON registers (they were already all used) and had to resort to swapping 2 individual byte constants through q15 - all because vand.u8 doesn't support a general 8 bit immediate ... otherwise i could've gone 2 better (sad face).

Anyway, I gave it a go on my 'cheapie' tablet for the first time. It's fairly comparable in performance to the Galaxy Note I used last time, it's only a bit slower.

Cut a long story short, 130ms average for the original version, and now it's down to around 114ms (friggan timing stuff is all shot on this machine so it jumps around a lot, might be scheduler related, or debug output from android). Dunno if i added some bugs - it seems to work 'at all' which means they can't be big if they are there. Not quite as good as the timing analyser suggested - but then that is modelling an A8 and this tablet has an A9 which changed some of the features I was using, and I only analysed part of the loop - but all-in-all still worth the effort for something which I thought was already as tight as possible. Actually I thought it was a bit better than that at first because when I changed back to a 17x17 search window I forgot to adjust the search parameters, so it was detecting faces at about 35fps vs 30fps (search range of 6x to 20x, rather than 2x to 12x as my original test - minimum face size of (17*6)x(17*6) - which is still reasonably small on a webcam).

The better-than-1 instruction classifier!

Now i've got the classifier down to well under 1 instruction ... I should really work on improving the detector quality. I would really like to know if it can be made into a decently robust detector or not - because if it is it could be quite useful: it's trivial to train, has tiny classifiers, and can be made to run very fast on modern hardware because it is fully parallelisable down to the SIMD level, relatively cache friendly, and even has a deterministic running-time.

I've a few ideas but need to set time aside.

I've also been switching around a lot at work lately, and that's throwing me around a bit (not to mention the hayfever). When I switch between diverse areas such as NEON coding, Android applications, OpenCL, Java applications, JNI, C, jjmpeg, RESTful web services, databases ... it's taking a day or so to fully context switch, which means it's a bit hard to 'hobby' on something at the other end of the spectrum at the same time.

Tuesday 16 October 2012

Parallella 2

So I start the day contemplating writing some NEON code (and as usually happens - that was from the moment I was awake), and I finally got the Parallella slogan 'A super computer for everyone'.

These days we can get more FLOPS than we can imagine for a few dollars - for the performance, GPU's are cheaper than anything that has ever come before them - but can anyone get those flops out of them?

Threads - are hard enough. And they don't even get you very far.

OpenCL - is hard. If threads were hard enough, try a SIMT programming model. Even when you know what you're doing it can still be a lot of work because once you go beyond simple 'per pixel' type algorithms you have to do all sorts of tricks to get the performance. Again a lot of fun, but rather expensive for whomever is paying the bills. OpenCL is another option for accessing SIMD units which is at least improved over intrinsics and assembly language - but it still has a lot of requirements and overheads which make it harder to code. Any any attempt to reduce that complexity through abstraction - will reduce it's performance.

Assembly language (for SIMD coding) - is even harder. It's fun, and I enjoy it (well, so long as it isn't something as fucked up as x86), but even I sometimes just want a result and not to have to deal with the complexities. But without it you're leaving a big chunk of your CPU's performance on the floor - as there's no real practical way to access the SIMD units otherwise (i include 'intrinsics' as 'assembly language' - TBH it's easier just writing the assembly).

One can get away with using pre-written libraries some of the time - but someone still has to write those libraries, and sometimes they aren't available. And even if they are libraries come with their own costs - such as first learning how to use their API, and then finding their bugs and limitations and learning how to work around those.

The Eiphany architecture does away with a huge amount of complexity on the hardware side - because it needs to to fit on the chip - but it also means it does away with a huge amount of complexity on the software side too. There is no need for SIMD as you have a ton of processors, so there is no need to learn how to write SIMD software. And since it isn't a wide vector processor, there's no need to support dozens of in-flight hardware threads and 'wavefronts', and all the complexity of coding they provide. And this goes double for compiler writers - trying to auto-vectorise code still doesn't work very well after plenty of attempts, and if there are no 'too hard to use' instructions, there's no wasted silicon either. There just isn't need for much abstraction because there isn't anything to abstract. I think it doesn't even have cache - it just has local memory - with fast access, and slower memory as you go further from the chip.

The 16 core chips might just be teasers, but 64 cores is when things start to get interesting.

Will one such architecture be the be-all and end-all for processing? Dunno. The HSA stuff from AMD+co is all about moving the processing to where it best fits. For 'wide loads' this will be a GPU, for 'branchy' stuff it will be a CPU. But GPU's are converging on CPU's anyway - the GCN ISA looks more like a scalar cpu + wide SIMD unit than a GPU. It's the complexity of the total solution that has me most worried though - can AMD pull it off?

Complexity in general is a form of vendor lock-in, so i'm all for anything that reduces it.

Update 19/10/12: So well, I put my money where my mouth is, at the moment I've chucked $550 into the hat.

One insomniacal morning this week I had a look at their facedetect code. Well, ... it's certainly not easy. Took them 7 weeks to write - apparently that indicates it is easy, but then it is a whole new architecture. Then again OpenCV is a pretty horrible library to start with.

I'm not sure on the performance as they don't specify which 'ghz class x86 cpu' they used (and even if they did that wouldn't help much), and any windowed face detection algorithm is highly dependent on the search parameters (it's in the code, but there's a lot to look through at 4am in the morning). But I think they were searching from scale 1 which is by far the most expensive step. It's a pretty strange application to port actually because windowed/cascaded object detection is such a shit algorithm fit for ANY cpu. Let alone one that is optimised for floats.

You'd think something like JPEG or video DCT would be a good example. Wavelets should be a good fit too. But if they really want the punters excited, show a video decode, or even a `phong shaded boing' demo. Fibonacci sequences ... jesus h christ.

The way they wrote the code reminded me more of SPU programming than anything else, but without all that fucking around with SIMD code required to get any performance out of it.

So all that and the fact i'm pretty sick of 'closed' hardware is why I put the dough up. I guess it wont make it anyway with only a week to go but we'll see. It's about the same amount my OpenPandora order cost me ... I wonder which I'll get first ...

Oh, and that it looks insanely fun to code for, not to mention being almost exactly the hardware I want for work ... ;-)

Monday 15 October 2012

Parallella

Adapteva have a kickstarter project to create a $100 highly parallel computer with an "open" architecture.

It's a pity to see they aren't getting much traction - compared to other similar projects. I guess there might be a bit of SBC fatigue setting in, and the RPI seems to be getting all the limelight, even though there's no real comparison - generic ARM board with a proprietary VPU and GPU vs a highly parallel computer which is mostly open.

This is really a lot more interesting - not only from the architectural standpoint, but because it's actually an open platform - by the guys actually designing the chips too. This alone makes it a much more interesting prospect beyond the mere performance numbers and price. e.g. I already know the programming model and instruction set from a simple pdf download, without any NDA or costs. And it's an interesting model - almost a MISC cpu core (minimal instruction set) with ARM-like mnemonics, 64 registers but the bottom 16 map 1:1 to ARM usage, and a zero-page style (6502 thing) optimised 16-bit version of each instruction for a smaller sub-set of registers/offsets. Flat address space, localised memory, DMA engines, etc. (nothing I saw about about MMU/context switching though - although both are impediments to raw performance).

As we've seen with the Allwinner A10 stuff - having a cheap SOC is one thing, but without documentation and with proprietary components it's a much much less attractive deal. It doesn't matter how fast your GPU or VPU is if you can't actually use it. Reverse engineering efforts like lima are all well and good but they are a very slow and difficult way to get anywhere, and may never succeed (and from the details they've found so far, it may be impossibly complex to programme for anyway). And they have real boards - i'm not sure what the rhombus guys are doing but they keep talking about 'scaling up to millions of boards' yet don't seem to be able to get a few 10K$ together to do the hardware design. And after 3 years of talking still don't seem to have gotten anywhere. Or the OpenPandora guys who used such a complex device as the OMAP that they wasted big money and many years before they got it to function reliably.

I'm not really one to contribute to kickstarter, but maybe in this case i'll put my money where my mouth is and put up some dough, even if it looks like they wont make the target. And that just seems to be down to some poor marketing. A video with some HD video encoding or decoding would get the kids excited (sadly this is all anyone seems to care about for these low power computers), not a picture of an ammeter or some guy gushing about how fucking excellent their shit is (true as that may be!).

Update: If you read this far, see also the follow-up post.

Thursday 11 October 2012

JavaFX USB Camera App for Linux

Well I thought of something relatively simple I can do with JavaFX to get familiar with it, and maybe even end up with a useful tool. And that is a Linux web-camera application - i.e. something like Cheese.

I've been playing with the idea for a week or so but haven't felt like hacking much for various reasons. Last night was a wild storm, and the wind, rain and hail, together with the neighbours broken gutter and hayfever, it kept me up much of the night. I thought rather than struggle painfully with work i'd struggle painfully with some of my own hacking instead ...

A few hours poking around later ...

The red button takes a picture, although it just stays in memory at the moment. Then including the dynamically generated camera controls ...

Along the way I found a bug in v4l4j which was fixed very promptly - thanks Gilles.

It will let me tie in the jjmpeg code as well, if I get that far. And maybe even socles for some OpenCL processing (might get me off my arse to fix the socles filter graph stuff). Right now it doesn't do much, but on the other hand it's an almost embarassingly small amount of code too.

Layouts

So as usual - the layouts are the bane of any GUI developer. I'm using a GridPane as the base element for the on-screen controls, but it just isn't cooperating completely. e.g. the cells aren't aligning the way i tell them to - not unless I create a single-cell GridPane and align that. I guess i'm missing something, but that's all part of the learning curve no doubt.

JavaFX vs Swing

Performance is a good bit better than swing - a simple 60Hz webcam view is chugging along at about 35% cpu in Swing (the v4l4j bundled demo), whereas JavaFX is sitting around 10%. Although it goes up fairly quickly once you add blended widget overlays.

The overlays are a lot easier to code too, as are any animations and 'flashy shit', of course.

e.g. Half an hour later and I added some animation, taking a photo has it jump down to the list below, and it then fades in.

Effects

Although JavaFX has some "FX" which can be applied to scene graph nodes, i'm not sure it will be useful here. Apart from being a bit limited, the 'pulse' and asynchronous nature of the way the result can be grabbed to the host probably means it can't be used for video processing. One can have 'off-screen' scenes I believe, although i'm not sure exactly how the timing stuff is then handled.

Actually it's a task well suited to OpenCL, so if and when I get there, i'll probably just use that. It's a pity that JavaFX wont talk to OpenCL directly and the data will have to do a round-the-world trip across the PCI bus, but at webcam resolutions it shouldn't be a big issue.

As far as a 'camera app' goes, i'm personally more interested in other types of features anyway - e.g. automatic candid shooting (such as avoiding closed eyes or turned heads) for a party, or various types of image enhancement or degradation that can't be expressed using the current JavaFX effects tree.

Video ...

Another hour of hacking ... I added video recording to it via jjmpeg. I'm using mjpeg at the moment which seems to be about the only decent 'working format' I can find (fast to encode, easy to seek, commonly readable, etc). I threw everything on another thread so it easily starts recording without a glitch (at least on the workstation). It's using about 60% cpu (of 1 core) in total on this machine to capture VGA @ 60fps (although i really need to try it on a slower machine).

If only sound was that easy ...

My thinking would be that videos are recorded using a format suitable for recording (a fixed known format, high quality, low overhead, easy to manipulate), and can then be exported to another later (e.g. using ffmpeg command line).

Actually on jjmpeg, I guess I should revisit it now FFmpeg has released 1.0, maybe the api will be stable for a while. It's on the TODO list ...

I haven't checked anything in yet but it'll probably end up in mediaz/fxperiments/CamZ eventually.

Update: So I added a separate record button and flashing text and just checked it in as is, warts and all. I put it in MediaZ as a "top level" sub-project rather than inside fxperiments. Last weekend I updated jjmpeg to FFmpeg 1.0, so I changed it to use that (and found a lot of bugs along the way).

Wednesday 10 October 2012

Multi client offline DB master-slave sync

As a bit of a throwaway request, the client asked for a multi-way offline database sync thing for the current prototype. Probably a bit more involved than he thought.

Anyway, based on some searches and a bit of pokery jiggery I came up with a fairly simple solution that I think will work based on 'update serial numbers' (USNs). It still needs a single master server, but can support multiple clients, and it should even support concurrent updates (with the correct transactional isolation). It also works in a completely streaming mode, and can be supported by database indices.

I didn't find any simple and complete description of the algorithm itself, so here's an outline of how mine works. There are a couple of unresolved issues wrt merges, but they weren't important for me at the moment.

Master

The master database keeps track of some metadata:

ClientID sequence
Used to assign new client id's to clients.
USN sequence
Used to track updates

Slave

The slave database needs some metadata:

ClientID
A globally unique number assigned by the server, used to assure every object has a globally unique primary key.
USN
Records the serial number of the last update with the server.

The slave needs to have a ClientID assigned before it creates any records.

Records

Finally, each object in the database needs a few fields:

ID
A globally unique primary key. This is a combination of the ClientID in the high bits plus a locally generated sequence as a 64-bit number. A compound primary key of clientid+sequence would also work.
USN
The serial number of the last time the record was updated or when it was created. Every time a record is written, this is set to the current local USN + 1.
Flags
I'm not using this yet - but the idea is that a deleted bit is used to indicate deletions, as otherwise deletions become somewhat problematic.
mtime
Last modified time. Used as one possible algorithm for resolving conflicts. Not a very good one.

Update Algorithm

The update algorithm runs in 4 distinct steps.

Slave Changes

First, the slave sends it's changes to the master server.

output magic, version, clientid, usn
for each table
    for each record
        if record.usn ≥ (usn+1) 
           output record
        fi
    done
done

This just outputs every record which we wrote locally since the last update. They will all have a usn of usn+1.

Master Update

The master then loads these changes into the database.

allocate new usn from USN sequence
read magic, version, clientid, clientusn
perform sanity checks
for each table
    for each record
        if record exists
            merge/ignore update depending on usn, mtime, and business rules
        else
            set record.usn = new usn
            write record
        fi
    done
done

The merging is the tricky part, and depends on the business rules of the application. But otherwise it is straightforward - the new records are set to the newly allocated USN.

Master Changes

The master then exports a list of changes that have occurred since the last update from the server.

output magic, version, clientid, new usn
for each table
    for each record
        if record.usn ≥ (clientusn+1) AND record.usn < (new usn)
            output record
        fi
    end
end

Here it just outputs all records from the last time the client updated (client usn) to the new usn (exclusive - i.e. excluding the updates just received from the client).

Slave Update

The final step is for the slave to update from the new server changes.

input magic, version, clientid, new usn
perform sanity checks
for each table
    for each record
        write record
    end
end
update slave usn to new usn

All changes from the server are simply stored locally, and the local usn is updated. This step and the first step must be executed as part of the same transaction for this to operate reliably. Note that the client will not have the same USN as the server for the client records - but this is

Issues

Some notes for thought:

Deletes
The use of a DELETED flag is the easiest way to implement deletes - if this is updated like any other record, and then ignored in the clients, it should 'just work'. The sync code doesn't need to know about deletes at all.
Conflicts
This mechanism provides a reliable direct indication of when conflicts occur. It is then up to business logic to determine how to resolve the conflicts.
Merging
As it stands, the given algorithm does not however directly support merging - where both clients must end up with a new combined record. It can only support either first come or last served. However it shouldn't be too difficult to extend the algorithm to support merging with ancillary lists. The current client needs a copy, but it must be marked with the new usn.
Transactions
If the two slave steps together, and the two master steps together, are both executed within local transactions, then the updates should be reliable. Even if the client fails the first time and must resend the update and the server runs the `same' transaction twice, the result should be the same (apart from the master records having a higher usn).

Wednesday 3 October 2012

FX'd ARM

I noticed Oracle have a developer preview for javafx on arm ... so I thought i'd give it a go.

My beagleboard isn't properly configured so I don't have EGL, but I did find an (obvious) option to enable software-only frame-buffer mode:

   -Djavafx.platform=fb
I also turned off the embedded mode, otherwise the mouse didn't work:
   -Dcom.sun.javafx.isEmbedded=false

Well it's definitely not speedy, but I did manage to get Ensemble to work, sort of. I'm not sure if it's so slow as it's crashed or just busy but i didn't get past the front page without losing patience (it's minutes) ... the mouse over animated tiles (e.g. 'Rotate Transition') manage about 1fps. The StopWatch is so slow it barely updates the screen, best I got was about 1fps out of that too.

BrickBreaker works (and whilst a bit slow does animate at multiple fps!), but I had trouble getting the beagleboard to output any screen resolution my old monitor liked ... so I stuck with the 1024x600 from the Oracle setup instructions, however at that size the paddle is off the screen.

Actually I was more interested in running it on the Kobo as that would be really interesting - but it fails to run there. Apart from complaining about the input devices it seems to crash opening fonts. I copied over libfontconfig from my beagleboard but that wasn't enough on it's own. I guess with a bit more work I could get it going (partially, i'm sure the E-Ink wont update properly) but I spent enough time just trying to get telnet re-enabled on firmware 2.0 on the kobo touch. The new firmware turns the radio on/off very fast so you have to be quick after starting the browser to telnet in and kill off nickel (otherwise, it just appears as though there is no network).

Actually now I have that going again (I've been using it to read books lately, and the 2.0 firmware was a big big improvement - even if i keep falling asleep 1 page in most nights and then lose my place as i flip a few pages with my hand as i fall asleep) I might revisit ReaderZ with the public JRE now available. Well, if I ever get the spare time ...

I noticed whilst using strace on the kobo that it's doing thousands of gettimeofday() calls, so it's obviously some sort of profiling build. Obviously software rendering is never going to be lightning, but I was using Java2D on the Kobo with adequate performance, so it should be fast enough for simpler scenes (using the embedded jre helped quite a bit there though).

Anyway, the news that JavaFX will be fully 'open sauced' by the end of the ?calendar? year is very good to hear.

But for now I have to delve into some mobile-to-server multi-client database sync stuff. Oh joy.

Tuesday 2 October 2012

Linux desktop

I wrote this a week ago and wasn't sure about posting it, but since others seem to be sinking the boot in, why not as well ... Boy Sam Varghese has some 'GNOMEic issues' and doesn't pull too many punches.


So now BN is back to updates, I see Miguel is at it again - blaming others for things he had a hand in. He has arguably had more of an impact than any other individual on the "linux desktop", so we all know where the buck stops. About time he manned up and admitted he was a good part of the 'problem'.

However - there are a few big problems that Linux really has fucked up - sound is the prime example here. Removable and network disks could definitely be better too. Unfortunately by not fixing these things properly where they should be fixed - it has left a vacuum which has been filled by the 'desktop' application developers. And not surprisingly, taking a desktop approach to a system problem leads to the sort of rubbish we have infecting our systems these days. Witness the continual parade of shitty audio solutions; from esd onwards. Compare this to DVB-T, or video drivers: there's just no comparison.

Otherwise, the kernel together with GNU libc has done enough to isolate applications from internal changes, as one would expect from an operating system kernel. It's job is to isolate software from hardware, and both the api and abi is part of that isolation.

The poisonous idea?

So when it boils down to the argument seems to be that the "idea" of not worrying about binary compatibility is the root of the issue of the failure of GNU/Linux desktop's failing to gain traction.

It's a strange argument; the kernel is distributed in source form, so internal binary compatibility simply isn't an issue by design.

And It's no different from any other internal api for an application. So long as the external interfaces remain compatible (if that is important), it should be up to the application's designers to re-arrange the internals as they see fit. Forcing some arbitrary and meaningless internal-binary-compatibility layer there would just be a costly waste of time.

So this 'stance' is simply common engineering technique, it is nothing special at all.

Perhaps it's just a language or translation issue.

Nothing to fix anyway ...

Of course, the base of the argument is coming from the premise that there is something technically wrong with the GNU/Linux desktop to start with; a premise I believe is simply incorrect.

A decade ago we had a usable stable desktop, and by now I really cringe any time I have to use a lesser one - that's the one that's slow, cumbersome, out-dated, and feature-limited compared to what I'm used to day to day.

There is simply nothing wrong with it technically.

So it just comes down to popularity. There are other measures but that seems a popular one these days amongst the kids ...

And how soon some forget that the thugs at Microsoft gained their premier position simply through illegal activity - which has been successfully prosecuted several times around the world. There certainly seems to be circumstantial evidence that they are still using questionable practices to keep their position - for example by paying "ISV's" one way or another not to release software on competitive platforms. Or bribing educators to use their software as "training tools". Or other questionable contractual terms in government and business deals.

Developers Developers Developers

If there are issues with the lack of developer resources on modern 'desktop' solutions, it may be because most of them see it as a solved problem. Whilst it was fun at the time, i'm not terribly interested in that kinda shit anymore myself. And if we had even a fraction of the resources today available - it wouldn't really be much of an issue. But rather than leave a solved problem solved, those working on these systems seem hell-bent on either copying something else which keeps changing simply to justify repurchase (e.g. apple, microsoft), targeting new platforms which aren't all that relevant (tablets), or just making busy work for the sake of some ethereal goal they will never reach.

At this point, gtk+ should be stable and mature and stop changing, and it's up to the vendors who make money off this shit to supply the labour for it. Which is the current state afaik (although why Federico recently changed the default file requester location to 'recents' is beyond me - totally worthless feature i never used anyway). Qt was pretty much always there.

As for Miguel, his projects have all been basically 'copying microsoft', so excuse me if i'm not very interested: and i'm sure i'm not alone here. If i was i'd just use the real thing. The same for GNOME's Apple-filled fantasies. It might be different if we had nothing and were looking for inspiration, but we don't really need another weird version of FVWM ... yet again ... which is all they seem to end up being.

Most software written is in-house special-purpose software: this stuff doesn't need to 'integrate' with the desktop any further than cut and paste and a file requester (if that). Actually apart from a few simple desktop utilities, no software really needs to - for it to be valuable, usable software. And on a platform like GNU/Linux which has no unified `desktop', tying yourself to one or another is a bit of a risky approach. For such software the platform is already decided, and not a particularly important factor.

So the other tiny part of the software pile - 'isv's writing boxed software - will just go where the money is. And that's either where the volume is - which will depend on the operating system - or high value niche markets where the operating system is not an issue. GNU/Linux will only have a small part in the former for the foreseeable future, but has a place in the latter.