Ask me anything.
Ask me anything.
If it's so heavy in assembly, the fact that ffmpeg works on my Mac seems like a miracle. Is it ported by hand?
Not ported, but rather re-implemented. So: yes.
A bit more detail: during build, on x86, the FFmpeg binary would include hand-written AVX2 (and SSSE3, and AVX512, etc.) implementations of CPU-intensive functions, and on Arm, the FFmpeg binary would include hand-written Neon implementations (and a bunch of extensions; e.g. dotprod) instead.
At runtime (when you start the FFmpeg binary), FFmpeg "asks" the CPU what instruction sets it supports. Each component (decoder, encoder, etc.) - when used - will then set function pointers (for CPU-intensive tasks) which are initialized to a C version, and these are updated to the Neon or AVX2 version depending on what's included in the build and supported by this specific device.
So in practice, all CPU-intensive tasks for components in use will run hand-written Neon code for you, and hand-written AVX2 for me. For people on obscure devices, it will run the regular C fallback.
I have a question, as someone who can just about read assembly but still do not intuitively understand how to write or decompose ideas to utilise assembly, do you have any suggestions to learn / improve this?
As in, at what point would someone realise this thing can be sped up by using assembly? If one found a function that would be really performant in assembly how do you go about writing it? Would you take the output from a compiler that's been converted to assembly or would you start from scratch? Does it even matter?
For instance, I used to work on graphics renderers. You'd find the bit that was called the most (writing lines of pixels to the screen) and try to jiggle the order of the instructions to decrease the number of cycles used to move X bits from system RAM to graphics RAM.
When I was doing it, branching (usually checking an exit condition on a loop) was the biggest performance killer. The CPU couldn't queue up instructions past the check because it didn't know whether it was going to go true or false until it got there.
Quite often, though, you don't have predictable branches, and then you'll pay half the misprediction cost each time on average. If you're really unlucky, you could hit inputs where the branch predictor gets it wrong more than 50% of the time.
I don't know assembly, but my advice would be to take the rote route by rewriting stuff in assembly.
Just like anything else, there's no quick path to the finish line (unless you're exceptionally gifted), so putting in time is always the best action to take.
When someone indicates to me they want to learn programming for example, I ask them how many programs they've written. The answer is usually zero, and in fact I've never even heard greater than 10. No one will answer a larger number because that selects out people who would even ask the question. If you write 1000 programs that solve real problems, you'll be at least okay. 10k and you'll be pretty damn good. 100k and you might be better than the guy who wrote the assembly manual.
For a fun answer, this is a $20 nand2tetris-esque game that holds your hand through creating multiple cpu architectures from scratch with verification (similarly to prolog/vhdl), plus your own assembly language. I admittedly always end up writing an assembler outside of the game that copies to my clipboard, but I'm pretty fussy about ux and prefer my normal tools.
It can be more complicated to write things which are vector-length dependent, such as sorting networks or transposes, but we have always found a way so far.
On the contrary, there are increasing numbers of ISAs, including the two LoongArch LSX/LASX, AVX-512 which is really really good on Zen5, and three versions of Arm SVE. RISC-V V also has lots of variants and extensions. In such a world, I would not want to have to implement per-platform implementations.
Can we not just write tests and have some LLM try 10,000 different algorithms and profile the results?
Or is an LLM unlikely to find the optimal solution even with 10,000 random seeds?
Just asking. Optimizing x86 by hand isn't the easiest, because to think through it you start to have to try and fit all the registers in your mind and work through the combinations. Also you need to know how long each instruction combination will take; and some of these instructions have weird edge cases that take vastly longer or quicker to run that is hard for a human to take into account.
Like, I should be able to give the compiler a hot loop and a week, and see what it can come up with.
One potential pitfall I can see is that there are a lot of non-local interactions in moderns systems. We have large out-of-order buffers, many caching layers, complex branch predictors, and an OS running other tasks at the same time, and a dozen other things.
What is optimal on paper might not be optimal in the real world.
There are optimization libraries which can find the optimum combination of parameters for an objective, like Optuna.
It would be enough to expose all the optimization knobs that LLVM has, and Optuna will find the optimum for a particular piece of code on a particular test payload.
I don't have an answer but I believe that a lot of effort has been put in making (very smart) compilers already, so if it's even possible I doubt it's easy.
I also believe there are some cases where it's simply not possible for a compiler to beat handwritten assembly : indeed there is only so much info you can convey in a C program, and a developer who's aware of the whole program's behavior might be able to make extra assumptions (not written in the C code) and therefore beat a compiler. I'm sure people here would be able to come up with great practical examples of this.
Hi thank you for writing this!