Re: [Qemu-devel] Expansion Ratio Issue
On 29.05.2014 13:04, Peter Maydell wrote: No, we don't in general have any benchmarking of TCG codegen. I think if we did do benchmarking we'd be interested in performance benchmarking -- code expansion ratio doesn't seem like a very interesting thing to measure to me. Hi, I have a plan to play with TCG performance benchmarking. And then try to implement some optimizations. So maybe there would be some suggestions on how to perform such benchmarking? What tests seems to be appropriate for this task? I think the benchmarking should reflect real TCG use cases. So what the most typical use cases for TCG are there? Seems that system and user modes may be different from this point. Appreciate any help. Thanks, Sergey.
[Qemu-devel] Expansion Ratio Issue
Hi all I'm new to the list, and recently I'm digging in Qemu's source code, I've got something confused me much, simply list the items: 1. Any benchmarks paying attention to TCG code generate quality measured by code expansion ratio? Of course I've got some news said that the ratio maybe 4 or 5 in X86 to MIPS, that is to say 1 x86 insn to 4 or 5 mips insns, Does it mean the industry level or average level? Any official report given? 2. I've noticed that once Apple merge from PowerPC to X86, they developed the software named Rosetta which is described by apple to be successful, is it the same to Qemu? Any internal infos covered? 3. Assume that we just wanna x86 to arm, so may we can strip out the little operations and work on insn to insn such as move in x86 to move in arm, insn level translate but not insn-op-insn, I think there must be someone have ever made this try, anyone got their news? 4. Why Qemu use only one TCG runtime, I found a project named PQEMU once try to make TCG running on multicore but it's out of date and got some commercial issues, is there any project trying to make it go? Case I'm really new to Qemu, maybe many results or achievements I don't know, If anyone can provide some tips about things mentioned above, I'll appreciate much. Thanks Chaos
Re: [Qemu-devel] Expansion Ratio Issue
On 29 May 2014 08:58, Chaos Shu chaos.s...@live.com wrote: 1. Any benchmarks paying attention to TCG code generate quality measured by code expansion ratio? Of course I’ve got some news said that the ratio maybe 4 or 5 in X86 to MIPS, that is to say 1 x86 insn to 4 or 5 mips insns, Does it mean the industry level or average level? Any official report given? No, we don't in general have any benchmarking of TCG codegen. I think if we did do benchmarking we'd be interested in performance benchmarking -- code expansion ratio doesn't seem like a very interesting thing to measure to me. 2. I’ve noticed that once Apple merge from PowerPC to X86, they developed the software named Rosetta which is described by apple to be successful, is it the same to Qemu? Any internal infos covered? It's a similar concept, though as I understand it it focused on doing translation for a single application (like QEMU's linux-user mode, not like our system emulation mode). I have no idea about its internal design. 3. Assume that we just wanna x86 to arm, so may we can strip out the little operations and work on insn to insn such as move in x86 to move in arm, insn level translate but not insn-op-insn, I think there must be someone have ever made this try, anyone got their news? Certainly if you started from scratch with the intention of doing a more specifically targeted design (and in particular if you wanted to do single-application translation as your core focus rather than as a bolt-on extension to system emulation) you could probably get better performance than QEMU. QEMU generally aims to be a general-purpose project, though. Personally I would (even if doing only x86-to-ARM) still include an intermediate representation of some form: the history of compiler design shows that it has a lot of utility. 4. Why Qemu use only one TCG runtime, I found a project named PQEMU once try to make TCG running on multicore but it’s out of date and got some commercial issues, is there any project trying to make it go? Not that I currently know of. Truly parallel TCG execution of multiple guest cores is a hard problem, especially if you want to produce maintainable solid code that can be included upstream, rather than just enough of a prototype to demonstrate proof of concept and run some simple benchmarks for an academic paper. thanks -- PMM
Re: [Qemu-devel] Expansion Ratio Issue
Peter Maydell peter.mayd...@linaro.org writes: On 29 May 2014 08:58, Chaos Shu chaos.s...@live.com wrote: 1. Any benchmarks paying attention to TCG code generate quality measured by code expansion ratio? Of course I’ve got some news said that the ratio maybe 4 or 5 in X86 to MIPS, that is to say 1 x86 insn to 4 or 5 mips insns, Does it mean the industry level or average level? Any official report given? No, we don't in general have any benchmarking of TCG codegen. I think if we did do benchmarking we'd be interested in performance benchmarking -- code expansion ratio doesn't seem like a very interesting thing to measure to me. Not to mention that raw instruction counts are probably misleading compared to the effect you can get from instruction ordering and cache behaviour. 2. I’ve noticed that once Apple merge from PowerPC to X86, they developed the software named Rosetta which is described by apple to be successful, is it the same to Qemu? Any internal infos covered? It's a similar concept, though as I understand it it focused on doing translation for a single application (like QEMU's linux-user mode, not like our system emulation mode). I have no idea about its internal design. Rosetta was based on QuickTransit from Transitive (since bought by IBM). It's broadly analogous to QEMU's linux-user mode emulation although it attempted a more complete separation between translated and native processes. In the QEMU world all the processes can see each other which can cause issues if they are expecting certain endianess on wire-formats. The biggest difference internally is the translator was IR based, it built up a DAG of operations which it manipulated/optimised much like a compiler does before generating the final target code. QEMU instead generates a simple set of TCG ops for each instruction which after a little optimisation spits out a set of target instructions. QuickTransit was certainly pretty high performance compared what else was out there at the time. From memory it implemented a number of other features to get this speed: * Group blocks - hot paths of basic blocks would be regenerated as a single block. * Block cache - it would cache previous translations to avoid heavy start-up cost * Native binding - it could optionally detect special code paths in translated code and replace them with a direct binding to a native code (e.g. call the native memcpy rather than translate the guest version). 3. Assume that we just wanna x86 to arm, so may we can strip out the little operations and work on insn to insn such as move in x86 to move in arm, insn level translate but not insn-op-insn, I think there must be someone have ever made this try, anyone got their news? Certainly if you started from scratch with the intention of doing a more specifically targeted design (and in particular if you wanted to do single-application translation as your core focus rather than as a bolt-on extension to system emulation) you could probably get better performance than QEMU. QEMU generally aims to be a general-purpose project, though. Personally I would (even if doing only x86-to-ARM) still include an intermediate representation of some form: the history of compiler design shows that it has a lot of utility. 4. Why Qemu use only one TCG runtime, I found a project named PQEMU once try to make TCG running on multicore but it’s out of date and got some commercial issues, is there any project trying to make it go? In the linux-user case you do utilise multiple core with multiple instances of QEMU running (which is handy for package building type tasks). However fixing QEMU for fully multi-threaded translation is a hard task. You may even find you don't get that much from it as ideally you should spend more time running translated code than doing the transaltion. Not that I currently know of. Truly parallel TCG execution of multiple guest cores is a hard problem, especially if you want to produce maintainable solid code that can be included upstream, rather than just enough of a prototype to demonstrate proof of concept and run some simple benchmarks for an academic paper. thanks -- PMM -- Alex Bennée