Tiago Morais Morgado - Thoughts On DSP Programming

Overview of Audio DSP in SuperCollider and Shadertoy

SuperCollider is a platform for real-time audio synthesis, primarily using its sclang language to define unit generators (UGens) that process audio signals algorithmically. UGens are building blocks for DSP tasks like oscillators, filters, and effects, often implemented under the hood in C++ for performance. Shadertoy, on the other hand, supports "sound shaders" written in GLSL (OpenGL Shading Language), where a shader function computes stereo audio samples (left and right channels, ranging from -1 to 1) based on a time input. These are essentially procedural audio generators, similar to waveform synthesis or procedural sound effects, executed on the GPU for real-time output.

Both tools excel in creative audio DSP but run on CPUs/GPUs in software environments. Converting their code to hardware like FPGAs (e.g., Alinx boards, which are typically based on AMD/Xilinx Zynq or Artix FPGAs) enables ultra-low latency, high parallelism, and energy-efficient processing for applications like spatial audio, reverb, or active noise control. The conversion involves translating high-level DSP logic into hardware descriptions, often via High-Level Synthesis (HLS) tools. Direct automated tools for SuperCollider or Shadertoy to FPGA are limited, but manual or semi-automated porting is feasible using C++ HLS, Python-based HDL generators, and OpenCL.

Challenges in Conversion to FPGA

  • Latency and Parallelism: Software DSP in SuperCollider/Shadertoy processes blocks of samples (e.g., 64-1024), but FPGAs can handle sample-by-sample computation at high clock rates (>20 MHz), achieving latencies under 10 μs. This requires restructuring code for pipelining and avoiding block-based loops.
  • Resource Constraints: FPGAs have limited LUTs (Look-Up Tables), FFs (Flip-Flops), and DSP slices. Complex UGens or shaders (e.g., with heavy math like FFTs) must be optimized to fit on Alinx boards like the AX7010 (Zynq-7000 series).
  • I/O Integration: Audio codecs (e.g., I2S or TDM protocols) need hardware interfaces. Tools must generate IPs (Intellectual Properties) for GPIO, memory (DDR for delays), and control (e.g., MIDI/OSC via Ethernet).
  • No Direct Tools for SuperCollider/Shadertoy: SuperCollider UGens lack automated FPGA compilers, but their C++ sources can be adapted. Shadertoy GLSL is GPU-oriented; it must be translated to CPU-like C++ first, as GLSL shares syntax with C but includes vector ops and built-ins (e.g., sin, fract).

Similar workflows exist using Faust (a DSP language akin to SuperCollider), which compiles to C++ and then to FPGA via HLS, offering a blueprint for porting.

Using C++ HLS for Conversion

C++ High-Level Synthesis (e.g., AMD Vitis HLS for Alinx/Xilinx FPGAs) converts algorithmic C++ code to RTL (Register-Transfer Level) descriptions in Verilog/VHDL. This is ideal for DSP, as it automates pipelining, loop unrolling, and array partitioning.

  • SuperCollider Workflow: Extract UGen logic from SuperCollider's C++ source (e.g., a biquad filter UGen). Rewrite as a C++ function with fixed-point arithmetic (to avoid floating-point overhead on FPGA). Use HLS pragmas like #pragma HLS PIPELINE for parallelism. For example, a simple oscillator UGen can be ported as:

    #include <ap_fixed.h>  // For fixed-point types
    void audio_dsp(ap_fixed<16,4> *output, float freq, float phase) {
        #pragma HLS INTERFACE s_axilite port=return
        #pragma HLS PIPELINE II=1  // Initiation interval for low latency
        static float accum = 0;
        accum += freq / SAMPLE_RATE;
        *output = sin(accum * 2 * M_PI);
    }

    Synthesize with Vitis HLS, integrate into Vivado for Alinx board bitstream. This supports multi-channel audio (e.g., 256 channels for spatial DSP).

  • Shadertoy Workflow: Convert GLSL sound shader to C++. Shadertoy shaders use a mainSound(in float time) function returning vec2 (stereo sample). Port to C++:

    #include <cmath>
    struct vec2 { float x, y; };
    vec2 mainSound(float time) {
        // GLSL code here, e.g., return vec2(sin(time * 440.0 * 2.0 * M_PI) * 0.5);
    }

    Wrap in HLS-compatible top function, use fixed-point for efficiency, and synthesize. Tools like Syfala extend this for audio, allowing direct C++ input with HLS for better control over resources (e.g., 10x improvement in latency for reverb).

  • Alinx-Specific: Use Vitis/Vivado suite. For Zynq-based Alinx boards, partition DSP to FPGA fabric and control to ARM CPU (e.g., via AXI interfaces). Examples include modal reverb with 18,000 modes or FIR filters with 4,000 coefficients.

Using Python for Conversion

Python tools generate HDL from scripts, suitable for modeling DSP without low-level HDL.

  • MyHDL: Converts Python to Verilog/VHDL. Model SuperCollider UGens or Shadertoy logic as Python classes/functions. Example for a simple filter:

    from myhdl import Signal, block, always_comb
    
    @block
    def audio_filter(input_sig, output_sig, coeff):
        @always_comb
        def logic():
            output_sig.next = input_sig * coeff
        return logic

    Simulate in Python, then convert to HDL for Alinx synthesis via Vivado. Great for DSP like SDR or audio effects, as it supports fixed-point libs.

  • Migen (Amaranth): Focuses on complex hardware. Build DSP modules in Python, e.g., for audio pipelines. It's more expressive for SoC integration on Alinx Zynq boards.

    from amaranth import Module, Signal
    
    class AudioDSP(Module):
        def __init__(self):
            self.input = Signal(16)
            self.output = Signal(16)
            self.elab = self.elaborate
    
        def elaborate(self, platform):
            m = Module()
            m.d.comb += self.output.eq(self.input << 1)  # Simple shift for gain
            return m

    Generate Verilog, synthesize for FPGA. Useful for prototyping audio processors.

No direct SuperCollider/Shadertoy converters, but Python's math libs (e.g., NumPy for simulation) aid porting.

Using OpenCL for Conversion

OpenCL allows kernel-based parallelism on FPGAs via AMD Vitis for Alinx boards. Kernels are C-like, making it suitable for porting Shadertoy GLSL (similar syntax) or SuperCollider logic.

  • Workflow: Write OpenCL kernel for DSP:
    __kernel void audio_kernel(__global float *input, __global float *output, float param) {
        int id = get_global_id(0);
        output[id] = sin(input[id] * param);  // Ported from UGen/shader
    }
    Compile with Vitis to FPGA bitstream. Host code (C++/Python) manages data transfer via PCIe or AXI. Supports vectorization for multi-channel audio, but less control over latency than HLS. Ideal for compute-intensive DSP like convolutions.

Comparison of Approaches

ApproachProsConsBest For
C++ HLSFine-grained optimization, low latency, direct C++ from UGens/shadersSteeper learning for pragmasComplex, low-resource audio (e.g., reverb on Alinx)
Python (MyHDL/Migen)Rapid prototyping, simulation in PythonLess efficient for ultra-high parallelismModeling simple DSP filters/effects
OpenCLEasy parallelism, GPU-like for ShadertoyHigher abstraction may waste resourcesBatch processing multi-channel audio

For Alinx, start with Vitis ecosystem; test on boards like AXZU3EG (Zynq UltraScale+) for integrated ARM+FPGA.

Comentários