Re: [PD] spread Gem-computation over several dsp-cycles (?) (was: [Gem]: gem-pointer and [list] OR slow [repeat])

2007-03-01 Thread cyrille henry


i made some change to this abstraction in order to compute only the time use 
for the gemhead loop and not the time between 2 images.
on my computer, it's about 11ms.
but with the display list optimisation, it fall to 6ms about.

cyrille

Roman Haefeli a écrit :

as always: i forgot the attachment

On Wed, 2007-02-28 at 23:24 +0100, Roman Haefeli wrote:

On Wed, 2007-02-28 at 07:14 -0600, chris clepper wrote:

On 2/28/07, Roman Haefeli [EMAIL PROTECTED] wrote:


i might be wrong but in my eyes it doesn't make sense to do

all the work
that could be done in 50ms in only 1.45ms. 


What?  GEM doesn't use the DSP clock.  It will take as much time as
needed to render.  

oops. ok
 

For example, the current work I have uses three or four 1080i clips, a
live feed and records to disk and there is no way that all runs in
1.45ms.  It takes about 12-15ms!

anyway, i get dropouts when doing gem-rendering, although 'top' tells me
that pd uses only 20% cpu-time. i don't care much about the audio (as
IOhannes mentioned, i could run two instances of pd). the problem is
that the timing is not nice. i'd like to run the patch with 20 frames
per second. but in praxis each cycle needs 70ms, which gives me a
framerate of 14. 


is my gpu too slow? what happens, when the gpu is overloaded? can that
cause pd to stuck?

i attached a little gem-benchmark-test. although you say, gem doesn't
use the dsp-clock, it takes much longer to compute the first block after
a gem-rendering command. why is that? 
and: here on my system, the [realtime] measures up to 70ms, when i go

over [repeat 1400] (under 1400 it's 50ms). the funny thing is, that it
stays around 70ms, even if i set the [repeat] up to 3000 or more. why is
that? here on my system, cpu-time used by pd is always 20%.

sorry to ask you so much.. but i try to understand things a bit
better...

roman











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Re: [PD] spread Gem-computation over several dsp-cycles (?) (was: [Gem]: gem-pointer and [list] OR slow [repeat])

2007-03-01 Thread Roman Haefeli
hello cyrille

thank you for the adjustments. i think i understand the difference
between measuring the gemhead loop and the time between 2 images. but
the other thing with the optimization still remains unclear to me and it
seems, that it doesn't work here. when i stop the first and start the
second gemhead, the gemwin becomes black. no primitives are drawn. there
is no error in the pd-window (there is only a message '[GEMglNewList]:
mode=4864' when i load the patch).
does the optimization need some flags enabled when compiling gem?

it seems, there is so much about gem, i don't know yet (like all these
objects [GEMgl*] and [GLdefine] and the like, or the message 'FSAA 4').
to understand them, is it needed to know opengl well? are these objects
documented somewhere in the Gem-documentation?

i am not insulted if you don't have the time to answer all these
questions...

cheers
roman
 
 

On Thu, 2007-03-01 at 11:18 +0100, cyrille henry wrote:
 i made some change to this abstraction in order to compute only the time use 
 for the gemhead loop and not the time between 2 images.
 on my computer, it's about 11ms.
 but with the display list optimisation, it fall to 6ms about.
 
 cyrille
 
 Roman Haefeli a écrit :
  as always: i forgot the attachment
  
  On Wed, 2007-02-28 at 23:24 +0100, Roman Haefeli wrote:
  On Wed, 2007-02-28 at 07:14 -0600, chris clepper wrote:
  On 2/28/07, Roman Haefeli [EMAIL PROTECTED] wrote:
  
  
  i might be wrong but in my eyes it doesn't make sense to do
  all the work
  that could be done in 50ms in only 1.45ms. 
 
  What?  GEM doesn't use the DSP clock.  It will take as much time as
  needed to render.  
  oops. ok
   
  For example, the current work I have uses three or four 1080i clips, a
  live feed and records to disk and there is no way that all runs in
  1.45ms.  It takes about 12-15ms!
  anyway, i get dropouts when doing gem-rendering, although 'top' tells me
  that pd uses only 20% cpu-time. i don't care much about the audio (as
  IOhannes mentioned, i could run two instances of pd). the problem is
  that the timing is not nice. i'd like to run the patch with 20 frames
  per second. but in praxis each cycle needs 70ms, which gives me a
  framerate of 14. 
 
  is my gpu too slow? what happens, when the gpu is overloaded? can that
  cause pd to stuck?
 
  i attached a little gem-benchmark-test. although you say, gem doesn't
  use the dsp-clock, it takes much longer to compute the first block after
  a gem-rendering command. why is that? 
  and: here on my system, the [realtime] measures up to 70ms, when i go
  over [repeat 1400] (under 1400 it's 50ms). the funny thing is, that it
  stays around 70ms, even if i set the [repeat] up to 3000 or more. why is
  that? here on my system, cpu-time used by pd is always 20%.
 
  sorry to ask you so much.. but i try to understand things a bit
  better...
 
  roman
 
 
 
 
 
 
 
 
 
 
 
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Re: [PD] spread Gem-computation over several dsp-cycles (?) (was: [Gem]: gem-pointer and [list] OR slow [repeat])

2007-03-01 Thread cyrille henry


Roman Haefeli a écrit :
 hello cyrille
 
 thank you for the adjustments. i think i understand the difference
 between measuring the gemhead loop and the time between 2 images. but
 the other thing with the optimization still remains unclear to me and it
 seems, that it doesn't work here. when i stop the first and start the
 second gemhead, the gemwin becomes black. no primitives are drawn. there
 is no error in the pd-window (there is only a message '[GEMglNewList]:
 mode=4864' when i load the patch).
 does the optimization need some flags enabled when compiling gem?
ous, sorry, it a bug in my patch. you just need to click on a bang : in the pd 
optimmized primitive windows  : the top one.
it should work if you click in this bang after starting the 2nd gemhead.

 
 it seems, there is so much about gem, i don't know yet (like all these
 objects [GEMgl*] and [GLdefine] and the like, or the message 'FSAA 4').
FSAA 4 is only here to enable antialiasing : the result is a much nice image if 
your hardware suport it.

 to understand them, is it needed to know opengl well? are these objects
 documented somewhere in the Gem-documentation?
all GEMgl* object are direct wrapper for openGL fonctionnality. so a openGL 
book is the best documentation. the red book is well known to be the 
reference.

but to be honest, it never try to understand how exaclty does the display list 
work in Gem, i just cut and paste.

cyrille

 
 i am not insulted if you don't have the time to answer all these
 questions...
 
 cheers
 roman
  
  
 
 On Thu, 2007-03-01 at 11:18 +0100, cyrille henry wrote:
 i made some change to this abstraction in order to compute only the time use 
 for the gemhead loop and not the time between 2 images.
 on my computer, it's about 11ms.
 but with the display list optimisation, it fall to 6ms about.

 cyrille

 Roman Haefeli a écrit :
 as always: i forgot the attachment

 On Wed, 2007-02-28 at 23:24 +0100, Roman Haefeli wrote:
 On Wed, 2007-02-28 at 07:14 -0600, chris clepper wrote:
 On 2/28/07, Roman Haefeli [EMAIL PROTECTED] wrote:
 
 
 i might be wrong but in my eyes it doesn't make sense to do
 all the work
 that could be done in 50ms in only 1.45ms. 

 What?  GEM doesn't use the DSP clock.  It will take as much time as
 needed to render.  
 oops. ok
  
 For example, the current work I have uses three or four 1080i clips, a
 live feed and records to disk and there is no way that all runs in
 1.45ms.  It takes about 12-15ms!
 anyway, i get dropouts when doing gem-rendering, although 'top' tells me
 that pd uses only 20% cpu-time. i don't care much about the audio (as
 IOhannes mentioned, i could run two instances of pd). the problem is
 that the timing is not nice. i'd like to run the patch with 20 frames
 per second. but in praxis each cycle needs 70ms, which gives me a
 framerate of 14. 

 is my gpu too slow? what happens, when the gpu is overloaded? can that
 cause pd to stuck?

 i attached a little gem-benchmark-test. although you say, gem doesn't
 use the dsp-clock, it takes much longer to compute the first block after
 a gem-rendering command. why is that? 
 and: here on my system, the [realtime] measures up to 70ms, when i go
 over [repeat 1400] (under 1400 it's 50ms). the funny thing is, that it
 stays around 70ms, even if i set the [repeat] up to 3000 or more. why is
 that? here on my system, cpu-time used by pd is always 20%.

 sorry to ask you so much.. but i try to understand things a bit
 better...

 roman











 ___ 
 Der frhe Vogel fngt den Wurm. Hier gelangen Sie zum neuen Yahoo! Mail: 
 http://mail.yahoo.de


 ___
 PD-list@iem.at mailing list
 UNSUBSCRIBE and account-management - 
 http://lists.puredata.info/listinfo/pd-list

 

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[PD] spread Gem-computation over several dsp-cycles (?) (was: [Gem]: gem-pointer and [list] OR slow [repeat])

2007-02-28 Thread Roman Haefeli
hello cyrille

thank you. [any] was what i was looking for. it can store a gem-pointer.
but as you mentioned it doesn't work when delayed.

putting this in the render chain works and gives the expected result:

[t b b a]
| //
[any  ]

but this makes pd/gem completely stuck:

[t b b a]
|   |   |
|  [del 10] |  
| //
[any  ]

as you said, this is obviously the wrong approach. but my problem
persists. unfortunately i can't see the design of gem behind the
objects. so i wonder if there is still a solution.

i might be wrong but in my eyes it doesn't make sense to do all the work
that could be done in 50ms in only 1.45ms. the problem i have with my
gem patch (and probably other gem-patches have as well) is that during
one dsp-cycle the cpu is hopelessly overloaded, whereas for the next 33
dsp-cycle there is no work to be done. 

how do you 'gem-cracks' (cyrille, IOhannes, chris clepper, a.o.) come
along with that? are there other ways to optimize?

roman 

On Wed, 2007-02-28 at 00:43 +0100, cyrille henry wrote:
 to store gem pointer, you can use the any object.
 but if you want to render primitive when gem does not expect it (like sprend 
 in the 50ms as you explain), you can't expect it to render anything.
 in the better case, it will not crash.
 
 cyrille
 
 
 Roman Haefeli a écrit :
  hi all
  
  it's a known trick to use [repeat] from zexy in a gem render chain to
  produce funny effects and to multiply the rendering of the attached
  objects. 
  the problem i have here, is that i use a [repeat] with a very high
  iteration number (1000). after the [repeat 1000] some stuff is
  calculated and read from tables and then sent to gem-objects on each
  iteration. this works well, but on each render-cycle i get a short
  dropout. i use the default framerate of 20, that should make 50ms per
  frame, but with [realtime] i measure around 70ms. i could live with
  that, but i thought that this could be optimized. 
  it's the concept of pd, that when a message is triggered, it gets
  completely processed in the same dsp-cycle. but when working with gem,
  this makes absolutely no sense, since the time between each render cycle
  is much higher (50ms in my case). that's why i wanted to build a slow
  repeat with [until] and [list], so that i can spread the 1000 iterations
  over the whole 50ms. unfortunately it is not possible to store a gem
  pointer with [list]. when i connect a [gemhead] to the right inlet of a
  [list] and turn rendering on, pd immediately crashes (at least here, i
  didn't test on other computers).  
  i tried also to bang 'manually' the [gemhead] instead, but then the
  iterations don't have any effect (no objects are multiplied).
  
  is there any way to store a gem pointer? or is there another way of
  producing slow repeats of a gem pointer?
  
  any help appreciated!
  
  roman
  
  
  
  
  
  
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Re: [PD] spread Gem-computation over several dsp-cycles (?) (was: [Gem]: gem-pointer and [list] OR slow [repeat])

2007-02-28 Thread Roman Haefeli
as always: i forgot the attachment

On Wed, 2007-02-28 at 23:24 +0100, Roman Haefeli wrote:
 On Wed, 2007-02-28 at 07:14 -0600, chris clepper wrote:
  On 2/28/07, Roman Haefeli [EMAIL PROTECTED] wrote:
  
  
  i might be wrong but in my eyes it doesn't make sense to do
  all the work
  that could be done in 50ms in only 1.45ms. 
  
  What?  GEM doesn't use the DSP clock.  It will take as much time as
  needed to render.  
 
 oops. ok
  
  For example, the current work I have uses three or four 1080i clips, a
  live feed and records to disk and there is no way that all runs in
  1.45ms.  It takes about 12-15ms!
 
 anyway, i get dropouts when doing gem-rendering, although 'top' tells me
 that pd uses only 20% cpu-time. i don't care much about the audio (as
 IOhannes mentioned, i could run two instances of pd). the problem is
 that the timing is not nice. i'd like to run the patch with 20 frames
 per second. but in praxis each cycle needs 70ms, which gives me a
 framerate of 14. 
 
 is my gpu too slow? what happens, when the gpu is overloaded? can that
 cause pd to stuck?
 
 i attached a little gem-benchmark-test. although you say, gem doesn't
 use the dsp-clock, it takes much longer to compute the first block after
 a gem-rendering command. why is that? 
 and: here on my system, the [realtime] measures up to 70ms, when i go
 over [repeat 1400] (under 1400 it's 50ms). the funny thing is, that it
 stays around 70ms, even if i set the [repeat] up to 3000 or more. why is
 that? here on my system, cpu-time used by pd is always 20%.
 
 sorry to ask you so much.. but i try to understand things a bit
 better...
 
 roman
 
 
 
 
 
 
 
 
 
   
   
 ___ 
 Der frhe Vogel fngt den Wurm. Hier gelangen Sie zum neuen Yahoo! Mail: 
 http://mail.yahoo.de
 
 
 ___
 PD-list@iem.at mailing list
 UNSUBSCRIBE and account-management - 
 http://lists.puredata.info/listinfo/pd-list
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#X connect 23 0 38 0;
#X connect 24 0 25 0;
#X connect 25 0 26 0;
#X connect 26 0 21 1;
#X connect 38 0 27 0;
#X connect 38 1 28 0;
#X connect 38 2 29 0;
#X connect 38 3 30 0;
#X connect 38 4 31 0;
#X connect 38 5 32 0;
#X connect 41 0 5 0;
#X connect 42 0 15 0;
#X connect 44 0 42 1;
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