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Asm2D

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It would be great if Meta was able to sustain to support more open source projects, especially those they benefit from.

For example they use AsmJit in a lot of projects (both internal and open-source) and it's now unmaintained because of funding issues. Maybe they have now internal forks too.

That's interesting - 200kB should not be a big deal for it - maybe it uses something that I usually don't, like many function calls, or insane number of branches, etc... I would be interested in that case, but I'm not sure whether I would be able to blindly improve AsmJit without a comprehensive test.

Definitely good to know though. When it comes to low-latency compilation my personal goal is to make it even faster when generating small functions.

Indeed, but this also means that you would get drastically different performance on platforms that have more physical registers vs on platforms that have less. For example x86_64 only has 16 GP registers, while AArch64 has 32 - if you use 25 registers without any analysis and just go to stack with 10 of them, the difference could be huge.

But... I consider SLJIT to be for a different use-case than AsmJit. It's more portable, but its scope is much more limited.

AsmJit has only one place where a lot of time is spent - bin-packing. It's the least optimized part, which has quadratic complexity (at the moment), which starts to show when you have like hundreds of thousands of virtual registers. There is even a benchmark in AsmJit called `asmjit_bench_regalloc`, which shows that a single function that has 16MB alone, with 65k labels and 200k virtual registers takes 2.2 seconds to generate (and 40ms of that is time to just call `emit()`).

If this function is optimized, or switched to some other implementation when there is tens of thousands of virtual registers, you would get orders of magnitude faster compilation.

But realistically, which query requires tens of megabytes of machine code? These are pathological cases. For example we are talking about 25ms when it comes to a single function having 1MB of machine code, and sub-ms time when you generate tens of KB of machine code.

So from my perspective the ability to generate SIMD code that the CPU would execute fast in inner loops is much more valuable than anything else. Any workload, which is CPU-bound just deserves this. The question is how much the CPU bound the workload is. I would imagine databases like postgres would be more memory-bound if you are processing huge rows and accessing only a very tiny part of each row - that's why columnar databases are so popular, but of course they have different problems.

I worked on one project, which tried to deal with this by using buckets and hashing in a way that there would be 16 buckets, and each column would get into one of these, to make the columns closer to each other, so the query engine needs to load only buckets used in the query. But we are talking about gigabytes of RAW throughput per core in this case.

Because pg_jitter uses AsmJit's Compiler, which also allocates registers. That's much more work than using hardcoded physical registers in SLJIT case. There is always a cost of such comfort.

I think AsmJit's strength is completeness of its backends as you can emit nice SIMD code with it (like AVX-512). But the performance could be better of course, and that's possible - making it 2x faster would be possible.

If I recall research papers regarding Umbra it's also using AsmJit as a JIT backend, which means that theoretically the compilation times would be comparable if you only consider code emitting overhead.

The problem will always be queries where the compilation is orders of magnitude more expensive than the query itself. I can imagine indexed lookup of 1 or few entries, etc... Accessing indexed entries like these are very well optimized by SQL query engines and possibly make no sense JIT optimizing.

Many SQL engines have JIT compilers.

The problems related to PostgreSQL are pretty much all described here. It's very difficult to do low-latency queries if you cannot cache the compiled code and do it over and over again. And once your JIT is slow you need a logic to decide whether to interpret or compile.

I think it would be the best to start interpreting the query and start compilation in another thread, and once the compilation is finished and interpreter still running, stop the interpreter and run the JIT compiled code. This would give you the best latency, because there would be no waiting for JIT compiler.

How JIT kills compatibility if it's only enabled on x86 and aaarch64? You can compile Blend2D without it and it would just work.

So no, it doesn't kill any compatibility - it only shows a different approach.

BTW GPU-only renderers suck, and many renderers that have GPU and CPU engines suck when GPU is not available or have bugs. Strong CPU rendering performance is just necessary for any kind of library if you want true compatibility across various platforms.

I have seen many many times broken rendering on GPU without any ability to switch to CPU. And the biggest problem is that more exotic HW you run it on, less chance that somebody would be able to fix it (talking about GPUs).

I think Vello CPU would always struggle with raster images, because it does a bounds check for every pixel fetched from a source image. They have at least described this behavior somewhere in Vello PRs.

The obsession for memory safety just doesn't pay off in some cases - if you can batch 64 pixels at once with SIMD it just cannot be compared to a per-pixel processor that has a branch in a path.

Adding a power draw into the mix is pretty interesting. Just because a GPU can render something 2x faster in a particular test doesn't mean you have consumed 50% less power, especially when we talk about dedicated GPUs that can have power draw in hundreds of watts.

Historically 2D rendering on CPU was pretty much single-threaded. Skia is single-threaded, Cairo too, Qt mostly (they offload gradient rendering to threads, but it's painfully slow for small gradients, worse than single-threaded), AGG is single-threaded, etc...

In the end only Blend2D, Blaze, and now Vello can use multiple threads on CPU, so finally CPU vs GPU comparisons can be made more fairy - and power draw is definitely a nice property of a benchmark. BTW Blend2D was probably the first library to offer multi-threaded rendering on CPU (just an option to pass to the rendering context, same API).

As far as I know - nobody did a good benchmarking between CPU and GPU 2D renderers - it's very hard to do completely unbiased comparison, and you would be surprised how good the CPU is in this mix. Modern CPU cores consume maybe few watts and you can render to a 4K framebuffer with that single CPU core. Put rendering text to the mix and the numbers would start to be very interesting. Also GPU memory allocation should be included, because rendering fonts on GPU means to pre-process them as well, etc...

2D is just very hard, on both CPU and GPU you would be solving a little bit different problems, but doing it right is insane amount of work, research, and experimentation.

You need to rerun the benchmarks if you want fresh numbers. The post was written when Blend2D didn't have JIT for AArch64, which penalized it a bit. Also on X86_64 the numbers are really good for Blend2D, which beats Blaze in some tests. So it's not black&white.

And please keep in mind that Blend2D is not really in development anymore - it has no funding so the project is basically done.

You know nothing.

Skia is definitely not a good example at all. Skia started as a CPU renderer, and added GPU rendering later, which heavily relies on caching. Vello, for example, takes a completely different approach compared to Skia.

NV path rendering is a joke. nVidia though that ALL graphics would be rendered on GPU within 2 years after making the presentation, and it took 2 decades and 2D CPU renderers still shine.

Blend2D doesn't benchmark against GPU renderers - the benchmarking page compares CPU renderers. I have seen comparisons in the past, but it's pretty difficult to do a good CPU vs GPU benchmarking.

It's not, SSA and an optimizing pipeline was never the goal of AsmJit actually. You emit your SIMD code as you want it an no optimizer or other transformations mess with it - that's the goal and it works great for use-cases that don't need an additional optimizing pipeline.

However, it can do the mentioned cross-compilation. AsmJit is not dependent on host architecture in any way - you can generate AArch64 on X86 and vice versa. It's of course more optimized for JIT so it offers many tools to help with creating your own lightweight JIT compilers and running the code you generate.

So, no, it's not an LLVM alternative, but it's also not a trivial assembling engine. It has a unique position as it optimizes for low-latency code generation, which LLVM doesn't.

Blend2D has C-API and no dependencies - it doesn't even need a C++ standard library - so generally it's not an issue to build it and use it anywhere.

There is a different problem though. While many people working on Vello are paid full time, Blend2D lacks funding and what you see today was developed independently. So, the development is super slow and that's the reason that Blend2D will most likely never have the features other libraries have.

Nice project, thanks for sharing!

BTW for comparison - Blend2D can render SVG tiger in 1.68ms on the same machine (I also have 7950X) so it can provide almost an order of magnitude better performance in this case, which is great I think. But I understand the purpose of your library, sometimes it's nice to have something small :)

That's right! I didn't consider closed source libraries when writing the list. There would be more options in that case like Direct2D and CoreGraphics. However, my opinion is that nobody should be using closed source libraries to render 2D graphics in 2024 :)

Regarding benchmarks - I think Tiger is not enough. Tiger is a great benchmark to exercise the rasterizer and stroker, but it doesn't provide enough metrics about anything else. Tt's very important how fast a 2D renderer renders small geometries, be it rectangles or paths. Because when you look at screen most stuff is actually small. That's the main reason why Blend2D benchmarking tool scales the size of geometries from 8x8 to 256x256 pixels to make sure small geometries are rendered fast and covered by benchmarks. When you explore the results you will notice how inefficient other libraries actually are when it comes to this.

I think that when it comes to 2D rendering libraries there is in general not too many options if you want to target CPU or both CPU+GPU. Targeting GPU-only is bad for users that run on a hardware where GPU doesn't perform well or is not available at all due to driver issues or just not present (like servers).

If you consider libraries that offer CPU rendering there are basically:

  - AGG (CPU only)

  - Blend2D (CPU only, GPU planned, but not now)

  - Cairo (CPU only)

  - Qt's QPainter (CPU only, GPU without anti-aliasing / deprecated)

  - Skia (CPU + GPU)

  - Tiny Skia (CPU only, not focused on performance)

  - GPU only libs (there is many in C++ and Rust)
Nobody develops AGG and Cairo anymore and Qt's QPainter hasn't really improved in the past decade (Qt Company's focus is QtQuick, which doesn't use QPainter, so they don't really care about improving the performance of QPainter). So, only 2 libraries from this list have active development - Blend2D and Skia.

As an author of Blend2D I hope that it will be a go-to replacement for both AGG and Cairo users. Architecturally, Blend2D should be fine after a 1.0 release as the plan is to offer a stable ABI with 1.0 - And since Blend2D only exports C-API it should be a great choice for users who want to use every cycle and who want their code to work instead of making changes every time the dependency is updated (hello Skia).

At the moment Blend2D focuses on AGG users though, because AGG is much more widespread in commercial applications due to its licensing model and extensibility. However, AGG is really slow especially when rendering to large images (like 4K) so switching from AGG to Blend2D can offer a great performance benefits while avoiding other architectural changes of the application itself.

BTW Blend2D is still under active development. It started as an experiment and historically it only offered great performance on X86 platforms, but that is changing with a new JIT backend, which provides both X86 and AArch64 support and is almost ready for merge. This is good news as it will enable great performance on Apple hardware and also other AArch64 devices, basically covering 99% of the market.

Cairo is in a maintenance-only mode. Nobody develops this library anymore and it only has a maintainer or two. Since nobody really worked on Cairo in the past 15 years it's not optimized for modern hardware.

You can see some existing benchmarks here:

  - https://blend2d.com/performance.html
Both the benchmarking tool and Blend2D are open-source projects so anyone can verify the numbers presented are indeed correct, and anyone can review/improve the backend-specific code that is used by the benchmarking tool.

Text rendering is something that will get improved in the future.

At the moment when you render text Blend2D queries each character from the font and then rasterizes all the edges and runs a pipeline to composite them. All these steps are super optimized (there is even a SIMD accelerated TrueType decoder, which I have successfully ported to AArch64 recently), so when you compare this approach against other libraries you still get like 4-5x performance difference in favor of Blend2D, but if you compare this method against cached glyphs Blend2D loses as it has to do much more work per glyph.

So the plan is to use the existing pipeline for glyphs that are larger (let's say 30px+ vertically) and to use caching for glyphs that are smaller, but how it's gonna be cached is currently in research as I don't consider simple glyph caching in a mask a great solution (it cannot be sub-pixel positioned and it cannot be rotated - and if you want that subpixel positioned the cache would have to store each glyph several times).

There is a demo application in blend2d-apps repository that can be used to compare Blend2D text rendering vs Qt, and the caching Qt does is clearly visible in this demo - when the text is smaller Qt renders it differently and characters can "jump" from one pixel to another when the font size is slightly scaled up and down, so Qt glyph caching has its limits and it's not nice when you render animated text, for example. This is a property that I consider very important so that's why I want to design something better than glyph masks that would be simple to calculate on CPU. One additional interesting property of Qt glyph caching is that once you want to render text having a size that was not cached previously, something in Qt takes 5ms to setup, which is insane...

BTW one nice property of Blend2D text rendering is that when you use the multithreaded rendering context the whole text pipeline would run multithreaded as well (all the outline decoding, GSUB/GPOS processing, rasterization, etc...).

Yeah, I usually write compilers in C++ and it seems we have totally different use-cases :)

High performance assembling is literally what asmjit was designed for and that allows it to be used in interesting projects - for example there are multiple databases that use asmjit to JIT compile queries, and low-latency compilation is the key feature here.

BTW if you need a pure C library to encode x86 there is zydis (yeah it used to be a disassembler only, but it has now also an encoder), but it's only for x86.

The reason why it's written in C++ is to make it practical. I understand why some people would want it in C, but honestly I have never seen a nice JIT assembler library written in C - I saw few incomplete assemblers in C before as part of other projects, but it was usually ugly code full of macros, so no proper C API to interface with anyway.

I think that asmjit's biggest strength is in its completeness and performance, so it can be used to generate code in a sub-millisecond time, which higher level code generators such as LLVM don't offer.

Can you elaborate what's "bad" on asmjit?

I wrote it for the purpose of making it easy to write JIT compilers in C++ and it has been adopted even by projects that are written in C (like Erlang). It's also one of the smallest libraries out there and has a great performance.

I understand why people don't want to use projects such as libgccjit or llvm, but asmjit is just super easy to use compared to others.