Archive for the 'experiments' Category

Page 2 of 8

TAAS progress

I have developed some other optimizations during the past couple of days. Including strength reduction and optimizing tail recursive calls.

Strength reduction can already handle about 55 different cases at the moment. For instance it will convert code like if( x - 1 == 0 ) into if( x == 1 ). But it will also remove expressions that other optimizations could introduce. x + 0 is something that might occur during inline expansion. Or x + Number.NaN for example.

But I really like the tail recursive optimizations. TAAS can detect if a method needs to call itself or not. Take this code for example:

private function sum( i: int, value: int ): int
{
	if( i == 0 )
	{
		return value;
	}

	return sum( i - 1, value + i );
}

You see that the last statement sum( i - 1, value + i ) is tail recursive. This means we can replace the recursive call to sum() with a jump to the beginning of the method after changing the method parameters. The sum() method becomes converted to something like a simple while loop. This means also that one could have written code like this in the first place since this optimization applies only to methods that do not have to be recursive after all.

Knock yourself out with some examples:

First results of TAAS

TAAS in action

Finally I am able to present the first results of TAAS. It was a long way to get here. I was actually not sure at all if I will manage to show something at FOTB 09. Let me explain what happens here.

In the image is the original ActionScript code on the left. The ActionScript bytecode produced by the ASC is in the middle and the compiled TAAS version is on the right. You see that I am running a loop and call a method inside that loop. It would be nice to have small helper methods like this one inlined automatically. TAAS can do this for you now.

So how does this work? First of all an SWF file is parsed and the bytecode is extracted. This bytecode is transformed into a control flow graph. This control flow graph is converted into a graph of TAAS expressions which a lot of benifits. The conversion step works like the Flash Player and kind of executes your code. The result is that all methods and local variables are typed if that is possible.

It is much easier to perform a lot of optimizations now. Like inline expansion. In order to do that I can simply compile the method that is called to TAAS and connect the vertices together in the graph after some adjustments have been made. The inline expansion step will automatically inline methods when it thinks it is useful and possible. You can only inline methods that are private or final and make no use of reflections.

Inlined methods create a lot of overhead. Usually they contribute additional local variables and the code gets bigger. So one step after the inline expansion is to clean everything up again. In this example I can remove those registers thanks to copy propagation and dead code elimination.
And it gets even better. If you take a closer look at the example, the calc method expects two paramters that are of type Number. Therefore the original method uses an Add instruction. TAAS knows about the types and sees that it will pass two integers into this method. Since it makes no sense to convert from int to Number to int it stays with integer in this case.

So after inlining the method ends up with even less local variables. The original local variable t1 is considered useless since it is only used one time. TAAS will put the code getTimer() at the position where t1 has been used and we end up with a heavily optimized method. What I like the most is that I do not have to change the way I write my ActionScript code. All happens behind the scenes automatically.
Some other optimizations are implicit. TAAS will use AddInt instead of Add if both operands are typed int. A FlowOptimizer is also involved and will invert the if expression for the loop. This can reduce the number of required jumps in a method by 50%.

I know that the output is not perfect. But this is all a work in progress and really the first result that I can share. The SWFs speak for them self.

TDSI Examples

Everyone likes examples. So here are three examples using TDSI. The archive includes a ready-to-go FDT project with post-compile ANT tasks configured.

Example01

This is the old code of the already optimized attractor using the Memory API instead of a Vector.<uint>.

Example02

In this case there exists no Particle class at all and no linked list. The particle information is stored inside the memory as well. Particles are extended to a fourth value so indexing a particle can be done with a simple bitshift which is very fast.

Example03

The last example uses float instead of double values for the particles. The framerate stays the same which is really cool because the memory usage drops. Before a particle consisted of four doubles which is a total of 4 * 8b = 32b. In this example each particle takes up only 16b. There the memory difference is 0x4B0000b which is about 4.7mb in total.
And also the first version needs about 20mb on my machine which means about 12mb of RAM are not wasted. Pretty cool when thinking about devices with less memory.

By the way I just stumpled across a bug when using [Embed]. Hopefully it will be easy to fix.

TurboDieselSportInjection

I am definitly not good at choosing names for software projects. However TurboDieselSportInjection is a release of my experiments from yesterday. It is a spinoff from the whole framework and allows you to inline __bytecode and of course to use the new Memory API.

Hopefully you are kind enough to provide me with some feedback. I am especially interested in Exceptions that occur when reading or writing ABC files. Have fun!

Update: TDSI is now open source!

Alchemy for ActionScript

Today I had to do something else than backend development and since FOTB is getting closer and I could not really continue working on TAAS I decided to add something which is easy to implement and has a huge benifit: Alchemy support in ActionScript.

So what is the idea? TAAS is part of a framework I developed to manipulate SWF, SWC and ABC files. The main focus are of course ABC files since they contain the bytecode which gets executed.
Part of the framework are tools for control flow analysis, various bytecode analyzers and also a search-and-replace system which work on a bytecode level. There are for instance pattern matchers that search for bad code produced by the ASC and replace the match with a more performant set of instructions.

With all those weapons in my arsenal I thought it should be a walk in the park to implement the Alchemy features in a way that makes sense. So the first idea is to have the old functionality AS3C had but more robust. AS3C had a feature that was the __asm function which allowed you to inline instructions. The new framework comes with the old __asm and also another cool method: __bytecode! This will inline raw bytes. This means also you would have to know all the indices for variables you want to use from the constant pool in advance so __asm will still be your friend.

With the __bytecode method it is already possible to use all Alchemy features again. It would also be possible with the __asm method but writing plain bytes is simply more elitist. In order to make it easy for the developer I want a high-level API. Having a class with some static methods is nice of course but also slow. Alchemy is fast because those opcodes that write and read from a ByteArray are no method calls. They are low-level FlashPlayer features.

The first attempt was to write a Memory class that allows you to use the Alchemy features. This class contains raw bytecode implementations and ActionScript code. This means if you do not use the optimizer everything will still work — only 1000 times slower. When looking at the memory class there is another tool of the framework that becomes very helpful. Both the __bytecode and ActionScript stuff should not co-exist with each other. So when we inline the bytecode a dead-code-elimination will simply cleanup afterwards. Since the 0x47 byte for instance is “ReturnVoid” the ActionScript code which would follow afterwards can be dropped. That code is now unreachable.

Step two is to replace all calls to the Memory class with the correct Alchemy opcode. This was really simple and the result is a really really fast way to access a ByteArray while still maintaining a high comfort. Of course one might think now that the __bytecode method becomes useless since no methods of the Memory class are called at all. But if anyone is crazy enough to access the Memory class untyped with a runtime namespace for instance you are still happy to have the code optimized inside. In some circumstances it is simply impossible to figure out that someone called Memory.writeByte(). End of the story: your calls to a ByteArray are always optimized in the best way possible.

This is an example of the Memory.readByte() method before applying optimizations:

0x000000       GetLocal0
0x000001       PushScope
0x000002       FindPropStrict       QName(PackageNamespace("com.joa_ebert.abc.bytecode.asbridge"), "__bytecode")
0x000004       PushShort            0xd1
0x000007       PushByte             0x35
0x000009       PushByte             0x48
0x00000b       CallPropVoid         QName(PackageNamespace("com.joa_ebert.abc.bytecode.asbridge"), "__bytecode"), 3
0x00000e       GetLex               QName(PackageNamespace("flash.system"), "ApplicationDomain")
0x000010       GetProperty          QName(PackageNamespace(""), "currentDomain")
0x000012       GetProperty          QName(PackageNamespace(""), "domainMemory")
0x000014       GetLocal1
0x000015       SetProperty          QName(PackageNamespace(""), "position")
0x000017       GetLex               QName(PackageNamespace("flash.system"), "ApplicationDomain")
0x000019       GetProperty          QName(PackageNamespace(""), "currentDomain")
0x00001b       GetProperty          QName(PackageNamespace(""), "domainMemory")
0x00001d       CallProperty         QName(PackageNamespace(""), "readUnsignedByte"), 0
0x000020       ReturnValue

The same method after inlining the bytes and applying various other analysis like dead-code-elimination:

0x000000       GetLocal0
0x000001       PushScope
0x000000       GetLocal1
0x000001       GetByte
0x000002       ReturnValue

This is an example of the famous inverse square root using the Memory API:

private function invSqrt( value: Number ): Number
{
	var half: Number = 0.5 * value;
	Memory.writeFloat( value, 0 );
	Memory.writeInt( 0x5f3759df - ( Memory.readInt( 0 ) >> 1 ), 0 );
	value = Memory.readFloat( 0 );
	value = value * ( 1.5 - half * value * value );
	return value;
}

The same method before optimization in bytecode representation:

0x000000       GetLocal0
0x000001       PushScope
0x000002       PushDouble           0.5
0x000004       GetLocal1
0x000005       Multiply
0x000006       ConvertDouble
0x000007       SetLocal2
0x000008       GetLex               QName(PackageNamespace("com.joa_ebert.abc.bytecode.asbridge"), "Memory")
0x00000a       GetLocal1
0x00000b       PushByte             0x0
0x00000d       CallPropVoid         QName(PackageNamespace(""), "writeFloat"), 2
0x000010       GetLex               QName(PackageNamespace("com.joa_ebert.abc.bytecode.asbridge"), "Memory")
0x000012       PushInt              0x5f3759df
0x000014       GetLex               QName(PackageNamespace("com.joa_ebert.abc.bytecode.asbridge"), "Memory")
0x000016       PushByte             0x0
0x000018       CallProperty         QName(PackageNamespace(""), "readInt"), 1
0x00001b       PushByte             0x1
0x00001d       ShiftRight
0x00001e       Subtract
0x00001f       PushByte             0x0
0x000021       CallPropVoid         QName(PackageNamespace(""), "writeInt"), 2
0x000024       GetLex               QName(PackageNamespace("com.joa_ebert.abc.bytecode.asbridge"), "Memory")
0x000026       PushByte             0x0
0x000028       CallProperty         QName(PackageNamespace(""), "readFloat"), 1
0x00002b       ConvertDouble
0x00002c       SetLocal1
0x00002d       GetLocal1
0x00002e       PushDouble           1.5
0x000030       GetLocal2
0x000031       GetLocal1
0x000032       Multiply
0x000033       GetLocal1
0x000034       Multiply
0x000035       Subtract
0x000036       Multiply
0x000037       ConvertDouble
0x000038       SetLocal1
0x000039       GetLocal1
0x00003a       ReturnValue

The same method after inlining the Memory API:

0x000000       GetLocal0
0x000001       PushScope
0x000002       PushDouble           0.5
0x000004       GetLocal1
0x000005       Multiply
0x000006       ConvertDouble
0x000007       SetLocal2
0x00000a       GetLocal1
0x00000b       PushByte             0x0
0x000000       SetFloat
0x000012       PushInt              0x5f3759df
0x000016       PushByte             0x0
0x000000       GetInt
0x00001b       PushByte             0x1
0x00001d       ShiftRight
0x00001e       Subtract
0x00001f       PushByte             0x0
0x000000       SetInt
0x000026       PushByte             0x0
0x000000       GetFloat
0x00002b       ConvertDouble
0x00002c       SetLocal1
0x00002d       GetLocal1
0x00002e       PushDouble           1.5
0x000030       GetLocal2
0x000031       GetLocal1
0x000032       Multiply
0x000033       GetLocal1
0x000034       Multiply
0x000035       Subtract
0x000036       Multiply
0x000037       ConvertDouble
0x000038       SetLocal1
0x000039       GetLocal1
0x00003a       ReturnValue

As you can see this is blazing fast. Now the next job is to finish TAAS. Once TAAS is complete even a method like the inverse square root might be inlined and optimized much better. I did a simple test using the Lorenz attractor from before and replacing the Vector.<uint> buffer with a ByteArray gave a performance boost of about 5fps. Afterwards I tried getting rid of the Particle class completly and the framerate dropped a little bit. But imagine having 300.000 particle’s x, y and z coodrinates stored in an Array. It was still faster than the old version but not as fast as combining the power of Alchemy with simple ActionScript optimizations like linked lists.

A Simple Method And Taas

I just want to share with you how Taas can actually optimize code and what happens behind the scenes. So in my last post I talked about stackless code and optimizations that are possible but how does it work at all?
Imagine you have got this ActionScript code:

var x: Number = 1.0;
var y: Number;

if(true)
{
	y = 3.0;
}
else
{
	y = 2.0;
}

x += y;

return x;

For the sake of simplicity I will not use local variables in the bytecode. But it will be easier to figure out what happens in the bytecode.

      PushDouble           1.0
      PushTrue
      IfTrue               L0

      PushDouble           2.0
      Jump                 L1

L0:   PushDouble           3.0
L1:   Add
      ReturnValue

This bytecode is nearly the same as the method but without local variables. This should be fairly simple to understand.

When converting bytecode to Taas, its corresponding control flow graph is converted into a control flow graph of Taas expressions. I do not want to go into much detail how the stack based code is converted but here is the graph before and after the transformation from bytecode to Taas. It looks quite similar but there is a major difference. All those constant values in the Taas graph are not values pushed on a stack but assignments to virtual variables which exist only in theory. You can see also that the Add in the bytecode has known operands and type in the Taas version. Since it is currently not know if 2.0 or 3.0 has been used there is a Φ function that says “This value is either 2.0 or 3.0 depending on the path taken at runtime”.

So as I said this code can be optimized much better than stack based code. This graph is very redundant. There are three utilities to compact and simplify the current graph of Taas expressions. The algorithm has been developed for Java bytecode but works with ActionScript very well tool. The concept is quite simple. Perform copy propagation, constant folding and dead code elimination until the graph stops changing. Applying these techniques to the Taas graph yields the following results.

Copy propagation:

Most of the theoretical variables have been eliminated using copy propagation.

Constant folding:

Known constants have been replaced. Even the if condition is no longer needed and the false branch has been removed. The dead code elimination will clean up this code afterwards.

Dead code elimination:

Dead code elimination has removed the dead Jump statement and also the value 2.0 from the Φ expression. Afterwards constant folding replaced the Φ expression with its one constant value. Then another iteration of constant folding replaced the Add expression with the constant value 4.0. Afterwards copy propagation has put the result into the Return statement and voilá.

This result may have seemed quite obvious from the beginning and you may ask who writes such code. Probably nobody. But once you start inlining methods this makes a lot of sense. A lot of preconditions are known in that case and unnecessary branches can be removed. Since inlining methods bloats up the code it is very important to compact it afterwards as much as possible. I hope you see now how interesting all of this might be in the future.

Massive amounts of 3D particles without Alchemy and PixelBender

As a response to Ralph Hauwert’s article I created a little example of what can be achieved using plain ActionScript 3 syntax. Ralph has put up a great example of how you can wire things like Alchemy, ActionScript and PixelBender together to achieve an astonishing result.

However I asked myself if it is possible to achieve the same result without making use of Alchemy, PixelBender or bytecode manipulation. I asked the guys sitting with me in the office to compare the results and they were unfortunately very different on various machines. Sometimes my version is faster, sometimes the version from Ralph is faster and sometimes they are about the same.

Now there are some very important things to note here and I am surprised that I got so close. Since Ralph is making use of PixelBender the number crunching is done on multiple cores. Something that is not possible with the ActionScript version which is the real bottleneck. And there is another big difference. Ralph’s calculations are done in 32bit while I am using 64bit precision. Therefore I am happy with the result and it shows that using pure ActionScript is still a good choice.

In order to optimize the code I used a linked list for the particles and minimized the comparisons between different data types. Here is the result.

Sources:

Sneak peak: PixelBender Development Tool

PBDT

Because the PixelBender Toolkit editor is very annoying I started writing my own some weeks ago. All I want to have is a more comfortable way to write shaders in PixelBender and I think I have achieved that already but once you start doing something you want to implement even more features until you are really satisfied.

I am really thankful that Arne from FDT was answering a lot of my questions regarding the Eclipse framework. That is also why I could implement so many features already in a short amount of time.

The current features include:

  • Syntax highlightning
  • Matching brackets highlightning which handles also < and > for metadata correct
  • Smart auto-indent strategy
  • Context sensitive auto-completion
  • Auto-insert of closing brace etc.
  • Documentation for built-in methods on hover

There are two really important issues that I still would like to address. One is the ability to highlight stuff a little bit semantic. Defined constants for instance should look different in code. And I could also add very basic live error highlightning. An outline would be nice and some content-assist features like “Create parameter …” etc.
The only downside is currently that you can not have a live-preview of your shader in Eclipse. Maybe there will be a way of doing this. I am currently not sure. Please tell me what you think and leave feature requests in the comments. I can not garuantee for anything but I will try implementing as much as possible in a reasonable timeframe.

Rasselbock loves the Lemur

This is what you can get when you combine a Lemur with the AudioTool and map some controls to the Rasselbock. I really hope that we can release the Midi feature to the public soon because it is just so much fun!

AudioTool On A TouchScreen

Comming into the office and seeing a video like this makes me really happy and proud.