video-promo/continuous_batching.py

481 lines
20 KiB
Python

"""AstrAI promo: Continuous Batching — Static contrast → Queue → State-machine pipeline.
Sections:
0. Title
1. Problem: Static Batching — requests padded, serial, GPU idle
2. Solution: Continuous Batching — pipeline + waiting queue
3. State-machine rotation with queue feeding in (in/out flow)
4. Position-Grouped Decode highlight
5. O(1) Bitmask Slot Allocation
6. Throughput comparison (animated bars)
"""
from manim import *
# ── palette ──
PHASE_COLORS = {
"Cleanup": GRAY,
"Refill": ORANGE,
"Prefill": BLUE,
"Decode": YELLOW,
}
BATCH_COLORS = [YELLOW, ORANGE, PINK, TEAL, GREEN, PURPLE, GOLD, MAROON]
class ContinuousBatching(Scene):
def construct(self):
# ═══════════════════════════════════════════════════
# 0. Title
# ═══════════════════════════════════════════════════
title = Text("Batching", font_size=48, color=BLUE)
self.play(Write(title))
self.wait(0.5)
self.play(title.animate.to_edge(UP).scale(0.55))
top_bar = Line(LEFT * 7, RIGHT * 7, color=GRAY).next_to(title, DOWN, buff=0.15)
self.play(Create(top_bar))
# ═══════════════════════════════════════════════════
# 1. Problem: Static Batching
# ═══════════════════════════════════════════════════
subtitle = Text("Static Batching", font_size=32, color=RED).next_to(top_bar, DOWN, buff=0.5)
self.play(Write(subtitle))
self.wait(0.4)
# three requests with different lengths
req_w_base = 0.35
req_h = 0.4
req_gap = 0.6
reqs = []
lengths = [8, 12, 5] # different token lengths
colors_req = [ORANGE, BLUE, PINK]
for i, (n, c) in enumerate(zip(lengths, colors_req)):
w = req_w_base * n
bar = Rectangle(width=w, height=req_h, color=c, fill_opacity=0.5, stroke_width=1.5)
lbl = Text(f"Req {i+1}", font_size=18, color=c)
grp = VGroup(bar, lbl)
lbl.next_to(bar, UP, buff=0.1)
reqs.append(grp)
VGroup(*reqs).arrange(DOWN, buff=0.55).move_to(ORIGIN).shift(LEFT * 1.5 + DOWN * 0.2)
for r in reqs:
self.play(FadeIn(r, scale=0.9), run_time=0.3)
self.wait(0.5)
# label: different prompt lengths
diff_note = Text("Different prompt lengths", font_size=16, color=LIGHT_GRAY) \
.next_to(reqs[2], DOWN, buff=0.4)
self.play(Write(diff_note))
self.wait(0.8)
# animate padding — stretch all bars to max length
max_w = req_w_base * max(lengths)
pad_lines = VGroup()
for r in reqs:
cur_w = r[0].get_width()
if cur_w < max_w:
pad = Rectangle(width=max_w - cur_w, height=req_h,
fill_opacity=0.25, stroke_width=0, color=GRAY)
pad.next_to(r[0], RIGHT, buff=0)
pad_lines.add(pad)
self.play(*[Create(p) for p in pad_lines])
pad_note = Text("Padded to longest → waste",
font_size=15, color=RED).next_to(diff_note, DOWN, buff=0.15)
self.play(Write(pad_note))
self.wait(0.8)
# clear notes
self.play(FadeOut(diff_note), FadeOut(pad_note), *[FadeOut(p) for p in pad_lines])
# move all reqs to centre and show serial processing with idle gaps
serial_slots = [
ORIGIN + LEFT * 2.5 + DOWN * 1.0,
ORIGIN + DOWN * 1.0,
ORIGIN + RIGHT * 2.5 + DOWN * 1.0,
]
batch_box = Rectangle(width=max_w + 0.4, height=req_h + 0.25,
color=RED, stroke_width=1.5, stroke_opacity=0.5)
active_tex = Text("", font_size=14, color=WHITE)
for i in range(3):
batch_box.move_to(serial_slots[i])
reqs[i].move_to(batch_box.get_center())
self.play(
reqs[i].animate.move_to(batch_box.get_center()).set_opacity(1),
Create(batch_box),
run_time=0.5,
)
# show GPU active label
if i == 0:
gpu_active = Text("GPU Busy", font_size=14, color=GREEN) \
.next_to(batch_box, UP, buff=0.15)
self.play(Write(gpu_active))
self.wait(0.25 if i < 2 else 0.1)
# idle gap between batches
if i < 2:
gpu_idle = Text("Idle...", font_size=13, color=GRAY) \
.next_to(batch_box, RIGHT, buff=0.4).shift(UP * 0.1)
self.play(Write(gpu_idle))
self.wait(0.6)
self.play(FadeOut(gpu_idle))
else:
self.play(FadeOut(gpu_active))
self.play(FadeOut(batch_box))
reqs[i].set_opacity(0.35)
# big X over static batching
cross = VGroup(
Line(LEFT * 2 + UP * 1.5, RIGHT * 2 + DOWN * 1.5, color=RED, stroke_width=5),
Line(LEFT * 2 + DOWN * 1.5, RIGHT * 2 + UP * 1.5, color=RED, stroke_width=5),
)
reason = Text("Serial → GPU idle 60%+ of the time", font_size=16, color=RED) \
.next_to(cross, DOWN, buff=0.3)
self.play(Create(cross), Write(reason))
self.wait(1.5)
# clear everything for transition
self.play(
FadeOut(cross), FadeOut(reason), FadeOut(subtitle),
*[FadeOut(r) for r in reqs],
)
# ═══════════════════════════════════════════════════
# 2. Transition: Continuous Batching — the solution
# ═══════════════════════════════════════════════════
new_title = Text("Continuous Batching", font_size=48, color=BLUE).to_edge(UP) \
.scale(0.55).move_to(title)
self.play(Transform(title, new_title))
self.wait(0.5)
# ═══════════════════════════════════════════════════
# 3. Build state-machine + waiting queue
# ═══════════════════════════════════════════════════
state_names = ["Cleanup", "Refill", "Prefill", "Decode"]
states = VGroup()
trans_arrows = VGroup()
for i, name in enumerate(state_names):
box = RoundedRectangle(
width=3.6, height=0.8, corner_radius=0.15,
color=PHASE_COLORS[name], fill_opacity=0.12, stroke_width=2.5,
)
lbl = Text(name, font_size=20, color=PHASE_COLORS[name])
states.add(VGroup(box, lbl))
states.arrange(DOWN, buff=0.3)
states.shift(LEFT * 3.5 + DOWN * 0.4)
for i in range(1, 4):
a = Arrow(
states[i - 1].get_bottom(), states[i].get_top(),
color=LIGHT_GRAY, buff=0.06,
max_tip_length_to_length_ratio=0.22,
)
trans_arrows.add(a)
for i in range(4):
self.play(Create(states[i]))
if i > 0:
self.play(Create(trans_arrows[i - 1]))
# loop arrow
loop = CurvedArrow(
states[-1].get_right() + RIGHT * 0.2,
states[0].get_right() + RIGHT * 0.2,
color=LIGHT_GRAY, angle=PI / 2,
)
loop_lbl = Text("per token", font_size=11, color=GRAY).next_to(loop, RIGHT, buff=0.08)
self.play(Create(loop), Write(loop_lbl))
self.wait(0.3)
# ═══════════════════════════════════════════════════
# 4. Waiting Queue
# ═══════════════════════════════════════════════════
queue_box = Rectangle(width=1.6, height=2.5, color=LIGHT_GRAY,
stroke_width=1.5, fill_opacity=0.06)
queue_label = Text("Queue", font_size=14, color=LIGHT_GRAY)
queue_label.next_to(queue_box, UP, buff=0.12)
queue_item = VGroup(queue_box, queue_label)
queue_item.next_to(states[1], RIGHT, buff=2.0) # Refill level
self.play(Create(queue_box), Write(queue_label))
# pending requests in queue
def make_req_token(name, col):
card = RoundedRectangle(width=0.65, height=0.38, corner_radius=0.08,
color=col, fill_opacity=0.35, stroke_width=1.8)
txt = Text(name, font_size=13, color=col)
return VGroup(card, txt)
queue_entries = VGroup(
make_req_token("X", BATCH_COLORS[2]),
make_req_token("Y", BATCH_COLORS[1]),
make_req_token("Z", BATCH_COLORS[0]),
)
queue_entries.arrange(DOWN, buff=0.25)
queue_entries.move_to(queue_box)
for q in queue_entries:
self.play(FadeIn(q, scale=0.7), run_time=0.2)
# arrow from queue into Refill
queue_arrow = Arrow(
queue_box.get_left() + LEFT * 0.05,
states[1].get_right() + RIGHT * 0.15,
color=ORANGE, buff=0.06,
max_tip_length_to_length_ratio=0.2,
)
queue_arrow_lbl = Text("admit", font_size=11, color=ORANGE) \
.next_to(queue_arrow, UP, buff=0.05)
self.play(Create(queue_arrow), Write(queue_arrow_lbl))
self.wait(0.5)
# ═══════════════════════════════════════════════════
# 5. Token flow — pipeline + queue
# ═══════════════════════════════════════════════════
tokens = {
"A": make_req_token("A", BATCH_COLORS[0]),
"B": make_req_token("B", BATCH_COLORS[1]),
"C": make_req_token("C", BATCH_COLORS[2]),
}
tokens["A"].move_to(states[2]).shift(RIGHT * 1.2) # Prefill
tokens["B"].move_to(states[3]).shift(RIGHT * 1.2) # Decode
tokens["C"].move_to(states[0]).shift(RIGHT * 1.2) # Cleanup
for t in tokens.values():
self.play(FadeIn(t, scale=0.7), run_time=0.2)
self.wait(0.3)
note = Text("Every request starts at Prefill", font_size=16, color=WHITE) \
.next_to(states, DOWN, buff=0.6)
self.play(Write(note))
self.wait(0.8)
self.play(FadeOut(note))
slots = [
states[0].get_center() + RIGHT * 1.2, # Cleanup
states[1].get_center() + RIGHT * 1.2, # Refill
states[2].get_center() + RIGHT * 1.2, # Prefill
states[3].get_center() + RIGHT * 1.2, # Decode
]
# ---- Tick 1: advance, C exits, X pulled from queue → Prefill ----
self.play(
tokens["A"].animate.move_to(slots[3]), # Prefill → Decode
tokens["B"].animate.move_to(slots[0]), # Decode → Cleanup
tokens["C"].animate.move_to(slots[1]), # Cleanup → Refill
)
self.wait(0.3)
# C exits, X leaves queue → Prefill
q_first = queue_entries[0]
self.play(FadeOut(tokens["C"], scale=0.6))
tokens["D"] = make_req_token("X", BATCH_COLORS[2])
tokens["D"].move_to(states[2]).shift(RIGHT * 1.2) # Prefill
self.play(
FadeOut(q_first, scale=0.5),
FadeIn(tokens["D"], scale=0.7),
)
queue_entries.remove(q_first)
queue_entries.arrange(DOWN, buff=0.25).move_to(queue_box)
self.wait(0.3)
# ---- Tick 2: advance, B exits, Y from queue → Prefill ----
self.play(
tokens["D"].animate.move_to(slots[3]), # Prefill → Decode
tokens["A"].animate.move_to(slots[0]), # Decode → Cleanup
tokens["B"].animate.move_to(slots[1]), # Cleanup → Refill
)
self.wait(0.3)
q_first = queue_entries[0]
self.play(FadeOut(tokens["B"], scale=0.6))
tokens["E"] = make_req_token("Y", BATCH_COLORS[1])
tokens["E"].move_to(states[2]).shift(RIGHT * 1.2)
self.play(
FadeOut(q_first, scale=0.5),
FadeIn(tokens["E"], scale=0.7),
)
queue_entries.remove(q_first)
queue_entries.arrange(DOWN, buff=0.25).move_to(queue_box)
self.wait(0.3)
# ---- Tick 3: advance, A exits, Z from queue → Prefill ----
self.play(
tokens["E"].animate.move_to(slots[3]), # Prefill → Decode
tokens["D"].animate.move_to(slots[0]), # Decode → Cleanup
tokens["A"].animate.move_to(slots[1]), # Cleanup → Refill
)
self.wait(0.3)
q_first = queue_entries[0]
self.play(FadeOut(tokens["A"], scale=0.6))
tokens["F"] = make_req_token("Z", BATCH_COLORS[2])
tokens["F"].move_to(states[2]).shift(RIGHT * 1.2)
self.play(
FadeOut(q_first, scale=0.5),
FadeIn(tokens["F"], scale=0.7),
)
queue_entries.remove(q_first)
# queue is now empty — show new request W arriving
self.wait(0.3)
# a brand-new request W flies into the empty queue
w_token = make_req_token("W", BATCH_COLORS[4])
w_token.next_to(queue_box, RIGHT, buff=0.8)
self.play(w_token.animate.move_to(queue_box), run_time=0.6)
queue_entries.add(w_token)
self.wait(0.2)
# note: continuous throughput
flow_note = Text(
"Pipeline never drains — new requests always entering",
font_size=15, color=GREEN,
).next_to(states, DOWN, buff=0.6)
self.play(Write(flow_note))
self.wait(1.5)
self.play(FadeOut(flow_note))
# clean up
self.play(
*[FadeOut(t) for t in tokens.values()],
FadeOut(queue_arrow), FadeOut(queue_arrow_lbl),
FadeOut(queue_box), FadeOut(queue_label),
*[FadeOut(q) for q in queue_entries],
)
# ═══════════════════════════════════════════════════
# 6. Position-Grouped Decode highlight
# ═══════════════════════════════════════════════════
d_pos = states[3].get_center()
d_tokens = [
make_req_token("T" + str(i), BATCH_COLORS[i]) for i in range(4)
]
positions = [
d_pos + RIGHT * 1.0 + UP * 0.45,
d_pos + RIGHT * 1.0,
d_pos + RIGHT * 2.3 + UP * 0.45,
d_pos + RIGHT * 2.3,
]
for i in range(4):
d_tokens[i].move_to(positions[i])
self.play(FadeIn(d_tokens[i], scale=0.6), run_time=0.2)
ring = SurroundingRectangle(states[3], color=YELLOW, buff=0.12, stroke_width=3)
ring_txt = Text(
"Position-Grouped Batching\nSame decode position → single matmul",
font_size=14, color=YELLOW, line_spacing=0.6,
).next_to(states[3], DOWN, buff=0.5)
self.play(Create(ring), Write(ring_txt))
self.wait(2.0)
self.play(FadeOut(ring), FadeOut(ring_txt),
*[FadeOut(t) for t in d_tokens])
# ═══════════════════════════════════════════════════
# 7. O(1) Bitmask Slot Allocation
# ═══════════════════════════════════════════════════
bitmask_title = Text("O(1) Slot Allocation via Bitmask",
font_size=22, color=ORANGE).next_to(states, DOWN, buff=0.75)
bitmask_desc = Text("free_slots = ~occupied_mask (one-clock op)",
font_size=15, color=GRAY).next_to(bitmask_title, DOWN, buff=0.15)
self.play(Write(bitmask_title), Write(bitmask_desc))
self.wait(1.5)
bits_group = VGroup()
bit_size = 0.18
for i in range(16):
square = Square(side_length=bit_size * 2, color=GRAY,
fill_opacity=0.0, stroke_width=1.2)
if i in (2, 5, 9, 13):
square.set_fill(GRAY, opacity=0.5)
bits_group.add(square)
bits_group.arrange(RIGHT, buff=0.06)
bits_group.next_to(bitmask_desc, DOWN, buff=0.3)
occupied_lbl = Text("occupied_mask", font_size=11, color=RED).next_to(bits_group, LEFT, buff=0.4)
self.play(Create(bits_group), Write(occupied_lbl))
flipped = VGroup()
for i, sq in enumerate(bits_group):
copy_sq = Square(side_length=bit_size * 2, color=GRAY,
fill_opacity=0.0, stroke_width=1.2).move_to(sq)
if i not in (2, 5, 9, 13):
copy_sq.set_fill(GRAY, opacity=0.5)
flipped.add(copy_sq)
free_lbl = Text("free_slots", font_size=11, color=GREEN) \
.next_to(flipped, LEFT, buff=0.4).align_to(occupied_lbl, LEFT)
self.play(Transform(bits_group, flipped),
Transform(occupied_lbl, free_lbl))
self.wait(1.2)
self.play(FadeOut(bits_group), FadeOut(occupied_lbl),
FadeOut(bitmask_title), FadeOut(bitmask_desc))
# ═══════════════════════════════════════════════════
# 8. Throughput comparison with animated bars
# ═══════════════════════════════════════════════════
self.play(
*[FadeOut(m) for m in self.mobjects if m is not title and m is not top_bar],
FadeOut(loop), FadeOut(loop_lbl),
)
for s in states:
self.play(FadeOut(s), run_time=0.15)
for a in trans_arrows:
self.play(FadeOut(a), run_time=0.15)
self.wait(0.3)
compare_title = Text("Throughput Comparison", font_size=30, color=BLUE)
self.play(Write(compare_title))
self.wait(0.2)
self.play(compare_title.animate.to_edge(UP).scale(0.55))
self.wait(0.2)
bar_max_w = 5.0
bar_h = 0.55
row_gap = 0.8
ratio = 1.0 / 3.4
s_label = Text("Static Batching", font_size=24, color=RED)
s_rect = Rectangle(width=bar_max_w, height=bar_h, color=RED, stroke_width=1.5)
s_bar = Rectangle(width=bar_max_w * ratio, height=bar_h,
color=RED, fill_opacity=0.55, stroke_width=0)
s_num = Text("1.0x", font_size=24, color=RED)
c_label = Text("Continuous Batching", font_size=24, color=GREEN)
c_rect = Rectangle(width=bar_max_w, height=bar_h, color=GREEN, stroke_width=1.5)
c_bar = Rectangle(width=bar_max_w, height=bar_h,
color=GREEN, fill_opacity=0.55, stroke_width=0)
c_num = Text("3.4x", font_size=24, color=GREEN)
s_rect.move_to(ORIGIN + UP * (row_gap / 2 + bar_h / 2))
c_rect.move_to(ORIGIN + DOWN * (row_gap / 2 + bar_h / 2))
s_bar.align_to(s_rect, LEFT).align_to(s_rect, UP)
c_bar.align_to(c_rect, LEFT).align_to(c_rect, UP)
s_label.next_to(s_rect, LEFT, buff=0.4)
c_label.next_to(c_rect, LEFT, buff=0.4)
s_num.next_to(s_rect, RIGHT, buff=0.4)
c_num.next_to(c_rect, RIGHT, buff=0.4)
self.play(
Create(s_rect), Create(c_rect),
Write(s_label), Write(c_label),
)
self.wait(0.3)
self.play(GrowFromEdge(s_bar, LEFT), rate_func=linear, run_time=0.6)
self.wait(0.3)
self.play(GrowFromEdge(c_bar, LEFT), rate_func=linear, run_time=0.6)
self.wait(0.3)
self.play(Write(s_num), Write(c_num))
self.wait(2.5)
self.play(*[FadeOut(m) for m in self.mobjects])