[Vm-dev] About BitBlt on the Raspberry Pie VM

Clément Bera bera.clement at gmail.com
Thu Feb 5 20:43:03 UTC 2015


Hello Tim,

Thanks for your answers. Yeah I definitely had misunderstood what you did.

I thought my VM builds got slower on the Pie because of the lack of the
fast BitBlt you did with Ben Avison. Seemingly this is not the reason so
I'll check why, it's probably another issue (I'm very busy right now but in
a few weeks).

I'm glad you contributed your code to the main branch. Anyone improving the
Cog should do that so we share the improvements and it'll get better. I'm
looking from time to time to your commits on the CogARMCompiler and I can't
wait to have an ARM JIT too.

About vector graphics, I know many people are using a Cairo binding made by
Igor in the Pharo community and they're quite happy about it. A guy (Ronie
Salgado) also implemented some openCL support for GPU, but there are not
that many users.

In any case, I was just wondering if a good JIT compiler could translate
Bit based graphics to vector based graphics. But it looks like based on my
previous discussion with Eliot and your work that it won't happen just out
of the box but it requires quite some work.

Best.

2015-02-05 20:08 GMT+01:00 tim Rowledge <tim at rowledge.org>:

>
> Hi Clément
> it sounds like somebody  explained things to you very badly.
>
>
> On 05-02-2015, at 6:02 AM, Clément Bera <bera.clement at gmail.com> wrote:
>
> > Hello everyone,
> >
> > When I run a Squeak image on the Raspberry Pie, the UI is much faster
> with the default VM present on the Raspberry Pie than with a VM compiled on
> the Cog or Pharo branch.
>
> Depending on what exact version of Raspbian you have on your Pi, the
> default VM may well be a Cog/Stack vm. The most recent releases since (I
> think) mid-December have nuScratch and stackvm as the defaults. The older
> plain interpreter is also there in case we find problems.
>
> If VMs you build are any slower than the default one, you have a problem
> in your build setup. I don’t do anything clever that isn’t already in the
> repository, and don’t know enough about makefile stuff to be *able* to do
> anything very clever.
>
> >
> > I heard that this is because Tim Rowledge changed BitBlt implementation
> in the Pie VM / Pie image, reimplementing it image-side and not VM-side,
> resulting in a faster BitBlt.
> Goodness me, that needs explaining.
> Firstly, I don’t get anywhere near all the credit. I did the specification
> and integration into the BitBltPlugin but the really clever stuff was done
> by Ben Avison over in Cambridge - the real Cambridge in the UK. It’s mostly
> *very* cleverly written ARM assembler with the interface done by perfectly
> normal Slang code in the plugin. I did do a JitBlt self-compiling ARM
> blitter 25 or so years ago but that was for monochrome screens (because
> that was all we had then) and ARM3 level cpus where there was no
> complicated futzing with nasty unix memory gibberish.
>
> >
> > I have questions:
> > - Is it true ?
> > - Is the BitBlt code of Tim Rowledge open source ? If so, where is it
> and what is exactly its license ?
>
> It’s not merely open source it’s *in the vm code repository* and has been
> for 18 months. If you build a stack vm on an ARM linux it gets included by
> default. Or at least, it should, though to be honest the autoconf/make
> stuff is sufficiently confusing that I’d never guarantee it will produce
> anything. There are also a couple of bitblt extensions to speed up pixel
> value testing and pixel-touches-pixel testing for sprite collisions.
>
>
> > - Would it make sense to port that or do something similar on Intel VM ?
> Would we see a performance gain / loss ?
> >
>
> I suspect it wouldn’t be worth the effort on a full desktop machine with
> fast memory busses and vast caches. You could certainly consider improving
> the algorithms in some parts of bitblt but I’m not sure it would really
> result in much faster blits. There may be opportunities to use the media
> related instructions that can do sort-of parallel processing  for 32/16/8
> bpp data (that’s effectively what Ben did for ARM v6 and might re-do for v7
> with NEON later if I’m very lucky).
>
> > I am asking it because last time I discussed with Bert, he said that it
> would be fun to have a smalltalk-implemented BitBlt combined with a JIT
> compiler doing automatic vectorization in order to have vector graphics
> implemented as Bit-based graphics.
>
> I must be misunderstanding. When discussing vectorization and bitblt one
> would normally be referring to using the parallel instructions I mentioned
> above.
>
> Doing vector graphic operations is a quite different thing and I’d suggest
> a much more interesting project for most people. Having a Canvas class that
> can use vector graphics libraries such as Cairo could be a massive speed up
> in rendering the UI. Obviously the Smalltalk code would need to be written
> to be able to make use of it, but I think quite a lot is already in place.
> You only need to see some of the videos from VPRI showing the Nile graphics
> work to see how interesting it could be.
>
> Implementing all the clever vector graphics stuff in terms of bitblts
> would be doable (of course) and some parts already exist.. but I think much
> better to hook up to the ferocious GPUs we have available these days. The
> hardest and probably slowest part is that a lot of them seem to want to
> only output directly to a screen, which rather gets in the way, requires
> strange configurations and copying bitmaps back to ‘our’ space to do more
> work. Clearly, we need a custom Squeak GPU. Who will offer me US$100m to
> fund the development? Anyone?
>
>
> tim
> --
> tim Rowledge; tim at rowledge.org; http://www.rowledge.org/tim
> Useful random insult:- Not all his dogs are barking.
>
>
>
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