be 3 times faster than Ruby 2.0” – Optcarrot is a CPU-intensive, real-life benchmark • Currently works at 20 fps in Ruby 2.0 60 fps in 3.0! • A carrot to let horses (Ruby committers) optimize Ruby • To challenge Ruby’s limit – NES video resolution: 256 x 240 pixels / 60 fps – We need to do all other tasks in 0.8 sec.? Impossible? (256*240*60).times do |i| ary[0] = 0 end 0.2 sec. 3
ROM by Ruby • MRI's incremental GC (authornari, 2008) – Mario-like game "Nario" is used to demonstrate the real-time GC • Burn (remore, 2014) – A framework to create NES ROM in Ruby 4
http://wiki.nesdev.com/ !” • How to find the bottleneck – In short: “Use stackprof!” 6 川崎Ruby会議01 (2016/08/20) • I’ll talk these topics at “Kawasaki Ruby Kaigi 01”
3.7M times per second) 1. Identify what bitmap is shown here 2. Read attribute data (color, flip flag, z-index) 3. Read bitmap data from the ROM 4. Assemble them into video signal Background map Attribute map VRAM GPU 2 1 3 4 Target pixel To be precise: These tasks are actually done per eight pixels 10 Bitmap ROM Cartridge
achieved 20 fps – How to emulate CPU-GPU parallelism – How to optimize GPU emulation • Ruby interpreters’ benchmark • Towards 60 fps • Speaker's award & Conclusion 12
Run the CPU for one clock 2. Run the GPU for three clocks 3. Repeat 1 and 2 – Simple and accurate – Very slow (~ 3 fps) because of too many method calls CPU step step step step step step step step step step step step step step step step clock GPU 13
CPU until it tries to control the GPU 2. Run the GPU until it catch up with the CPU 3. Repeat 1 and 2 – Accurate and fast (~ 10 fps) CPU run catchup run catchup run clock GPU CPU attempts to control GPU 14
map Attribute map VRAM GPU screen buffer When VRAM is modified by CPU, Only invalidated pixels is updated Transported to TV per frame This explanation is over exaggerated! Actually, the GPU emulation loop is not removed completely. 16 Bitmap ROM Cartridge
cf. redmine: >30000 LOC • Requires no library (in no-GUI mode) – It works on miniruby – ruby-ffi is used for GUI (SDL2) • Uses only basic Ruby features – It works on ruby 1.8 / mruby / topaz / opal (with shim and/or systematic modification of source code) 19
approach – At first, an optimized byte-code is generated with ignoring rare/pathological cases – When needed, it is discarded and a naïve byte-code is regenerated – BTW: JRuby‘s boot time is too bad • OMR is not so fast? – JIT has no advantage? • Method calls and built-in methods may be still bottleneck – OMR seems not to support opt_case_dispatch yet • i.e., a case statement is not optimized well? 21
far • Now, we use any means to achieve the speed • CAUTION: Casual Ruby programmers MUST NOT use the following ProTips™ – This is an experiment to study how to improve Ruby implementation 23
with local variable – Note: the variable must not be used out of this method while catchup? @addr += 1 end begin addr = @addr while catchup? addr += 1 end ensure @addr = addr end 40 fps 47 fps 25
catchup? if can_be_fast? # fast-path do_A do_B do_C @clock += 3 else case @clock when 1 then do_A when 2 then do_B when 3 then do_C ... end @clock += 1 end end while catchup? case @clock when 1 then do_A when 2 then do_B when 3 then do_C ... end @clock += 1 end 47 fps 63 fps 26
Ruby implementations • Wide-range Ruby implementation benchmark – AFAIK, this is the first real-life benchmark to compare MRI / Jruby / Rubinius / mruby / topaz / opal • ProTips™ for boosting a Ruby program – Need to improve method calls and instance variables instead of JIT? • More details? 33 川崎Ruby会議01 (2016/08/20)