Hello,

What Scott suggests should help a lot.

Using a slightly different approach, if you know how many tiles you need, say 
60k, isn't it enough to figure out the tile position already?
Given an index 0 <= i < 60k, you should be able to map it to a 2-dimensional 
coordinates if you know how many tiles you have horizontally and vertically 
(actually, just horizontally is enough) - and you do, because the amount of 
horizontal tiles = image.width() / tile.width().
So, if I think about it right,  i / (n horizontal tiles) gives you row number, 
i % (n horizontal tiles) gives you column number.

Now you can generate a 60k size vector of indices from 0 to 59999 (basically 
std::iota()) and use that as an input for the tile calculation function through 
QtConcurrent. Internally, you figure out the tile position in 2d space and from 
that you get your QPoint + QSize for the square patch (guessing, that i​ index 
would basically be a hand-written alternative to blockIdx in CUDA and friends). 
This now allows you to calculate your tiles vector in parallel as well (without 
actually using a vector).

On a side note, doesn't QtConcurrent provide a way to execute a function on a 
range? Maybe you don't even need to supply a vector of indices, just a 
half-open interval from 0 to 60k.
Given that QtConcurrent should handle any sort of callable, you can also supply 
it a lambda with capture list containing your hyper parameters like 
tile.width(), tile.height(), and any other external context information.

--
Best Regards,
Andrei
________________________________
From: Interest <interest-boun...@qt-project.org> on behalf of Scott Bloom 
<sc...@towel42.com>
Sent: Monday, January 31, 2022 4:09 AM
To: Murphy, Sean <sean.mur...@centauricorp.com>; Tony Rietwyk 
<t...@rightsoft.com.au>; interest@qt-project.org <interest@qt-project.org>
Subject: Re: [Interest] [External]Re: How to get QtConcurrent to do what I want?


Couple things I would try.



First, preallocate the size of the vector, or use a list if you don’t need 
random access into it.



Second, just send, pos, size into the tile.  Only save the values in the 
constrctor. When the worker thread kicks off on a tile, then initialize it and 
do any computation.  This includes the allocation of the submatrix.



Also, does it need to be a shared pointer?  Its clear who owns the pointers, 
they aren’t being “shared” as much as use.  For me, I only use shared pointers, 
when multiple objects can “own” the pointer.  In this case, the tile manager 
owns the tiles.



Mainly, do as much as possible to reduce the time in the nested loop.

Scott



From: Interest <interest-boun...@qt-project.org> On Behalf Of Murphy, Sean
Sent: Sunday, January 30, 2022 4:59 PM
To: Tony Rietwyk <t...@rightsoft.com.au>; interest@qt-project.org
Subject: Re: [Interest] [External]Re: How to get QtConcurrent to do what I want?



Thanks for the response, but I'm not following your suggestion - or at least 
I'm not seeing how it's different than what I'm doing? Maybe a little 
pseudocode will help. Here's what I'm currently doing:



Tile class:

private:

  QPoint mPos;

  int mSize;



tile::tile(QPoint pos, int size) :

    mPos(pos),

    mSize(size)

{

  // assigns this tile an mSize x mSize square

  // from the original image starting at mPos

  // pixel location in the original image

}



void tile::process()

{

  // does the work on the assigned subset

}



TileManager:

private:

  QVector<QSharedPointer<tile>> mTiles;



processTile(QSharedPointer<tile>& t)

{

  t->process();

}



tileManager::setup(QSize tileGrid, int tileSize)

{

  // generate each tile with its assignment

  for(int i=0; i < tileGrid.height(); ++i)

  {

    for(int j=0; j < tileGrid.width(); ++j)

    {

      // create the new tile while assign its

      // region of the original image

      QSharedPointer<tile> t(new tile(

                   QPoint(j * tileSize, i * tileSize),

                   tileSize));

      mTiles.append(t);

    }

  }

  QtConcurrent::map(mTiles, processTile);

}



So I think I'm already doing what you're saying? Where I'm paying the penalty 
is that the allocation of each tile is happening in one thread and I'd like to 
see if I can thread out the object creation. But I don't see how to 
simultaneously thread out the tile objection creation AND correctly assign the 
tile its location since as far as I can tell, when QtConcurrent executes 
tileManager's processTile function in parallel there's nothing I can poll 
inside tileManager::processTile() that allows me to know WHICH step I'm at.



Or am I misunderstanding what you're saying?



The best thing I can come up with is that maybe I could change the type of my 
mTiles vector to be a QVector<QPoint>> but then I'd still need to loop through 
nested for-loop to populate all the QPoint items in the vector I want to pass 
to QtConcurrent::map(). I have tried that yet to see if generating thousands of 
QPoint objects is faster than generating the same number of tiles, but I can 
test that out.



Sean

________________________________

From: Interest 
<interest-boun...@qt-project.org<mailto:interest-boun...@qt-project.org>> on 
behalf of Tony Rietwyk <t...@rightsoft.com.au<mailto:t...@rightsoft.com.au>>
Sent: Sunday, January 30, 2022 7:19 PM
To: interest@qt-project.org<mailto:interest@qt-project.org> 
<interest@qt-project.org<mailto:interest@qt-project.org>>
Subject: [External]Re: [Interest] How to get QtConcurrent to do what I want?



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Hi Sean,



Can you use the position of the tile as a unique key?  Then the manager only 
needs to calculate each tile's position in the original image.  Each tile 
extracts the bits, processes and notifies the result with its position.



Regards, Tony





On 31/01/2022 10:06 am, Murphy, Sean wrote:

I'm hitting a design issue with the way I'm using the QtConcurrent module to do 
some image processing, and I'm wondering if someone can give some pointers?



At a high level, the software needs to do some processing on every pixel of an 
image. The processing can mostly be done in parallel, so I've created the 
following:

  1.  Tile class - responsible for doing the processing on a small subset of 
the original image

     *   Has a constructor that takes a Position and Size. From those 
parameters, the Tile knows what subset of the original image it is going to 
process
     *   Has a process() function which will do the work on those assigned 
pixels

  1.  TileManager class - responsible for managing the Tile objects

     *   Contains a for-loop that creates each Tile object, assigns it a unique 
Position, and adds it to the QVector<Tile> vector
     *   Has a processTile(Tile& t) function which calls t.process() to tell a 
given Tile to begin its work
     *   Calls QtConcurrent::map(tiles, processTile) to process each tile

So far this works well, but as I was timing different parts of the codebase, I 
discovered that a large portion of the time is spent allocating the 
QVector<Tile> vector (step 2a above) before I get to the concurrent processing 
call. The reason why is obvious to me - I need to ensure that each tile is 
created with a unique assignment and as far as I can see, that need to happen 
in a single thread? If I could instead pass off the Tile creation to the 
parallel processing step, I might be able to improve the overall performance, 
but I don't see a way around it within the QtConcurrent framework.



How can I go about creating Tile objects in parallel AND ensure that each of 
them gets a unique Position assignment? I could easily move the Tile allocation 
into processTile(), but if I do that, I don't see a way make the unique 
position assignment since I don't see how a given call to processTile() would 
know where it is in the overall parallelization sequence to determine what 
Position to assign to the Tile it creates. If I were using something like CUDA, 
I could use things like blockIdx and threadIdx to do that, but as far as I can 
see, those concepts don't exist (or at least aren't exposed) in QtConcurrent.



Any thoughts?



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