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The current code with the function pointers and pods works ok for me, its about in the million per second range and i didn't profile any alternative to it. How
by iammyIP 10y ago
The current code with the function pointers and pods works ok for me, its about in the million per second range and i didn't profile any alternative to it.
How would you implement such an alternative with jit code generation into this pod/function c code setup without major rewrites? Seems to me like a completely different system which is bound to llvm (i use gcc)?
edit: since you were mentioning jit optimisation and code generation - this is a field i do not have any experience, but my impression so far is that this runtime re-arrangement of code can yield quite a big performance increase for higher level languages (jvm does this afaik). Is the link you provided the same idea for statically compiled c/c++ code?
- vardump 10y agoIf the chain of operations change rarely, you might even get away with calling clang or whatever compiler and actually compiling a chain of filter source code mashed together.
- iammyIP 10y agoSo how would you raw-structure a performance critical (audio) program that needs some flexible path for the data processing, like with a 128 sample buffer and about 3-10 choices along the processing path. Processing path should be switchable per buffer frequency. The function pointers were the best solution i could come up with, but maybe that doesnt really eliminate branching cache misses and stalling and its impact on performance, but just hides it in plain-text.
- vardump 10y agoHow many permutations? If not too many, maybe just compile them all. Sometimes you do need to use function pointers. It's just if it's in a performance critical path, you might want to consider alternatives.
- iammyIP 10y agoPermutations are for my own case pretty low, it's just a replacement for a handful of switches, otherwise the flow is pretty straightforward. But i see that if one wants to restructure the whole program flow on-the-fly it might lead to problems. What are the alternatives? The link you provided is for graphics, and does not seem to be generalised. Do you suggest a complete switch to a jit interpreted codebase?
- vardump 10y agoGraphics and audio are usually pretty similar, other than the volume of data is usually quite a bit larger for graphics than for audio. There's no silver bullet how to structure such flexible, dynamically configurable high performance system.
- iammyIP 10y agoI disagree with 'pretty similar' and would suggest 'challenging in completely different ways'. Graphics in a minimum 60 fps context is about 700 times less time sensitive. That's almost three magnitudes difference. On top of that it isn't a major fail if you don't meet the 60 on time, but in audio it is. Furthermore audio tends to be more single thread focused, while graphics is much more multi thread friendly (see your link to llvmpipe and general gpu architectures). Graphics need to shovel around about some hundreds of megabytes per second and is less time critical, whereas audio is ultimately time critical and only needs to produce about 350kb per second for 32 bit stereo (the data difference you already mentioned). That's again some three orders of magnitude of difference. I wouldn't call that similar. Since you can't provide any advise for an alternative to function pointers i must challenge your expertise in audio programming since you seem to project your view from a graphics programming point.
- vardump 10y agoWell, I haven't done audio programming for quite a while. I did get audio hardware behave pretty nicely in 1998, though. I believe low latency audio was much harder back then. I'm pretty surprised if your deadline is really that 23 microseconds (60 fps / 7000). You can't even reliably dispatch an IRQ request in that time! > I wouldn't call that similar If you have a long audio filter chain it's not all that different from a long fragment shader. You can think of a fragment shader as a filter chain. > Since you can't provide any advise for an alternative to function pointers Uh. That's pretty hard without seeing the source code and full problem description. Especially because you seem to be expecting some magical solution. Well, those don't exist, it's just hard work. Besides, like I said earlier, sometimes function pointers are appropriate for the task. Just understand the cost. Do keep in mind audio filter chains can be pretty complicated. If your filter chain has many concurrent channels with hundreds of dynamic filter steps for each sample to pass through, yeah, you might have some performance problems. > i must challenge your expertise in audio programming since you seem to project your view from a graphics programming point. Be my guest. Just wanted to share something I know about and give new ideas. Btw, I'm not doing graphics, but mostly I/O with micro/millisecond level deadlines.