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std.simd module
Feb 04, 2012
Manu
Feb 04, 2012
Timon Gehr
Feb 05, 2012
Walter Bright
Feb 05, 2012
Manu
Feb 05, 2012
Timon Gehr
Feb 05, 2012
Sean Cavanaugh
Feb 05, 2012
Manu
Feb 05, 2012
F i L
Feb 05, 2012
Manu
Feb 06, 2012
a
Feb 06, 2012
Manu
Feb 06, 2012
a
Feb 06, 2012
Iain Buclaw
Feb 06, 2012
a
Feb 06, 2012
Manu
Feb 06, 2012
a
February 04, 2012
So I've been trying to collate a sensible framework for a standard
cross-platform simd module since Walter added the SIMD stuff.
I'm sure everyone will have a million opinions on this, so I've drawn my
approach up to a point where it properly conveys the intent, and I've
proven the code gen works, and is good. Now I figure I should get everyone
to shoot it down before I commit to the tedious work filling in all the
remaining blanks.

(Note: I've only written code against GDC as yet, since DMD's SSE only supports x64, and x64 is not supported in Windows) https://github.com/TurkeyMan/phobos/blob/master/std/simd.d

The code might surprise a lot of people... so I'll give a few words about the approach.

The key goal here is to provide the lowest level USEFUL set of functions,
all the basic functions that people actually use in their algorithms,
without requiring them to understand the quirks of various platforms vector
hardware.
Different SIMD hardware tends to have very different shuffling, load/store,
component addressing, support for more/less of the primitive maths
operations, etc.
This library, which is the lowest level library I expect programmers would
ever want to use in their apps, should provide that API at the lowest
useful level.

First criticism I expect is for many to insist on a class-style vector library, which I personally think has no place as a low level, portable API. Everyone has a different idea of what the perfect vector lib should look like, and it tends to change significantly with respect to its application.

I feel this flat API is easier to implement, maintain, and understand, and I expect the most common use of this lib will be in the back end of peoples own vector/matrix/linear algebra libs that suit their apps.

My key concern is with my function names... should I be worried about name
collisions in such a low level lib? I already shadow a lot of standard
float functions...
I prefer them abbreviated in this (fairly standard) way, keeps lines of
code short and compact. It should be particularly familiar to anyone who
has written shaders and such.

Opinions? Shall I continue as planned?


February 04, 2012
On 02/04/2012 08:57 PM, Manu wrote:
> So I've been trying to collate a sensible framework for a standard
> cross-platform simd module since Walter added the SIMD stuff.
> I'm sure everyone will have a million opinions on this, so I've drawn my
> approach up to a point where it properly conveys the intent, and I've
> proven the code gen works, and is good. Now I figure I should get
> everyone to shoot it down before I commit to the tedious work filling in
> all the remaining blanks.
>
> (Note: I've only written code against GDC as yet, since DMD's SSE only
> supports x64, and x64 is not supported in Windows)
> https://github.com/TurkeyMan/phobos/blob/master/std/simd.d
>
> The code might surprise a lot of people... so I'll give a few words
> about the approach.
>
> The key goal here is to provide the lowest level USEFUL set of
> functions, all the basic functions that people actually use in their
> algorithms, without requiring them to understand the quirks of various
> platforms vector hardware.
> Different SIMD hardware tends to have very different shuffling,
> load/store, component addressing, support for more/less of the primitive
> maths operations, etc.
> This library, which is the lowest level library I expect programmers
> would ever want to use in their apps, should provide that API at the
> lowest useful level.
>
> First criticism I expect is for many to insist on a class-style vector
> library, which I personally think has no place as a low level, portable API.
> Everyone has a different idea of what the perfect vector lib should look
> like, and it tends to change significantly with respect to its application.
>
> I feel this flat API is easier to implement, maintain, and understand,
> and I expect the most common use of this lib will be in the back end of
> peoples own vector/matrix/linear algebra libs that suit their apps.
>
> My key concern is with my function names... should I be worried about
> name collisions in such a low level lib? I already shadow a lot of
> standard float functions...

That is not really an issue. If it actually bothers someone, static or named imports come to the rescue.

> I prefer them abbreviated in this (fairly standard) way, keeps lines of
> code short and compact. It should be particularly familiar to anyone who
> has written shaders and such.

I agree.

>
> Opinions? Shall I continue as planned?

Looks good. I think it should provide emulation in case of non-existent hardware support (maybe even with a possibility to opt-out).
February 05, 2012
On 2/4/2012 11:57 AM, Manu wrote:
> My key concern is with my function names... should I be worried about name
> collisions in such a low level lib?

No. D's module resolution is good enough that prefixing names is not D-style and is to be avoided.


> I prefer them abbreviated in this (fairly standard) way, keeps lines of code
> short and compact. It should be particularly familiar to anyone who has written
> shaders and such.
>
> Opinions? Shall I continue as planned?

I'm far too overloaded at the moment to give this an in-depth review. I'm hoping others here will step up!

February 05, 2012
On 5 February 2012 02:55, Walter Bright <newshound2@digitalmars.com> wrote:

> On 2/4/2012 11:57 AM, Manu wrote:
>
>> My key concern is with my function names... should I be worried about name collisions in such a low level lib?
>>
>
> No. D's module resolution is good enough that prefixing names is not D-style and is to be avoided.
>

One concern that has occurred to me relating to the D module system is...
without any traditional header files, how will this API inline properly? It
helps that every function is a template, so I suppose that forces it to
inline yeah?
I'm quite concerned by a lack of force-inline keyword... it can't be left
to the compiler to decide to inline these or not. they MUST be inlined,
there is no compromise.


February 05, 2012
On 02/05/2012 02:03 AM, Manu wrote:
> On 5 February 2012 02:55, Walter Bright <newshound2@digitalmars.com
> <mailto:newshound2@digitalmars.com>> wrote:
>
>     On 2/4/2012 11:57 AM, Manu wrote:
>
>         My key concern is with my function names... should I be worried
>         about name
>         collisions in such a low level lib?
>
>
>     No. D's module resolution is good enough that prefixing names is not
>     D-style and is to be avoided.
>
>
> One concern that has occurred to me relating to the D module system
> is... without any traditional header files, how will this API inline
> properly? It helps that every function is a template, so I suppose that
> forces it to inline yeah?
> I'm quite concerned by a lack of force-inline keyword... it can't be
> left to the compiler to decide to inline these or not. they MUST be
> inlined, there is no compromise.

The 'enum' storage class would mean force-inline when generalized to functions.
February 05, 2012
Looks good so far:

  it could use float[2] code wherever there is float[3] code (magnitude2 etc)

  any/all should have template overloads to let you specificy exactly which channels match, and simple hardcoded ones for the common cases (any1, any2, any3, any4 aka the default 'any')

  I have implementations of floor/ceil/round(to-even) that work on pre-SSE4 hardware for float and doubles I can give out they are fairly simple, as well as the main transcendentals (pow, exp, log, sin, cos, tan, asin, acos, atan).  sinh and cosh being the only major ones I left out.

I just need a place or address to post or mail the code.

  D should be able to handle names and overloading better, though giving everything unique names was the design choice I made for my library, primarily to make the code searchable and potentially portable to C (aside from the heavy use of const references as argument types).



On 2/4/2012 1:57 PM, Manu wrote:
> So I've been trying to collate a sensible framework for a standard
> cross-platform simd module since Walter added the SIMD stuff.
> I'm sure everyone will have a million opinions on this, so I've drawn my
> approach up to a point where it properly conveys the intent, and I've
> proven the code gen works, and is good. Now I figure I should get
> everyone to shoot it down before I commit to the tedious work filling in
> all the remaining blanks.
>
> (Note: I've only written code against GDC as yet, since DMD's SSE only
> supports x64, and x64 is not supported in Windows)
> https://github.com/TurkeyMan/phobos/blob/master/std/simd.d
>
> The code might surprise a lot of people... so I'll give a few words
> about the approach.
>
> The key goal here is to provide the lowest level USEFUL set of
> functions, all the basic functions that people actually use in their
> algorithms, without requiring them to understand the quirks of various
> platforms vector hardware.
> Different SIMD hardware tends to have very different shuffling,
> load/store, component addressing, support for more/less of the primitive
> maths operations, etc.
> This library, which is the lowest level library I expect programmers
> would ever want to use in their apps, should provide that API at the
> lowest useful level.
>
> First criticism I expect is for many to insist on a class-style vector
> library, which I personally think has no place as a low level, portable API.
> Everyone has a different idea of what the perfect vector lib should look
> like, and it tends to change significantly with respect to its application.
>
> I feel this flat API is easier to implement, maintain, and understand,
> and I expect the most common use of this lib will be in the back end of
> peoples own vector/matrix/linear algebra libs that suit their apps.
>
> My key concern is with my function names... should I be worried about
> name collisions in such a low level lib? I already shadow a lot of
> standard float functions...
> I prefer them abbreviated in this (fairly standard) way, keeps lines of
> code short and compact. It should be particularly familiar to anyone who
> has written shaders and such.
>
> Opinions? Shall I continue as planned?

February 05, 2012
Looks good to me so far ;-)


> First criticism I expect is for many to insist on a class-style vector
> library, which I personally think has no place as a low level, portable API.
> Everyone has a different idea of what the perfect vector lib should look
> like, and it tends to change significantly with respect to its application.

I think it would be useful, especially to newcomers who are unfamiliar with D's lib terrain, to have an officially supported "utils" library for these higher-level structures.

core // to the metal
std // low-level but useful
util // get the job done
February 05, 2012
On 5 February 2012 07:47, Sean Cavanaugh <WorksOnMyMachine@gmail.com> wrote:

>
> Looks good so far:
>
>  it could use float[2] code wherever there is float[3] code (magnitude2
> etc)
>

Yep, I intended to do this. You'll see I added dot2, I just didin't add the others yet :P

Note: this is FAR from complete, I just wanted to get initial opinions before I took it too far.

 any/all should have template overloads to let you specificy exactly which
> channels match, and simple hardcoded ones for the common cases (any1, any2, any3, any4 aka the default 'any')
>

... I'll look into it again more closely, but I don't think I can bring
myself to do this. It's ONLY really possible on SSE. Something so expensive
shouldn't be in the base API I don't think.
The only case where this operation is particular common is working with 3d
vectors. In my experience (fairly extensive, on many architectures) you
will almost always have 0's or 1's in the W anyway, which you can control
the mask by choosing greater or greater-equal. With careful consideration,
you can achieve this at zero cost, and not providing that API leads you to
consider such a construct.

 I have implementations of floor/ceil/round(to-even) that work on pre-SSE4
> hardware for float and doubles I can give out they are fairly simple, as well as the main transcendentals (pow, exp, log, sin, cos, tan, asin, acos, atan).  sinh and cosh being the only major ones I left out.
>

I did plan to add all of these, just haven't gotten to it. You're more than
welcome to contribute your implementations.
I recommend a sincos() functions (and friends) as well. Assuming you
implement them as a taylor series, it's more efficient to calculate both at
once, and it's rare that you ever call one and not the other.

I just need a place or address to post or mail the code.


Pull request? :)
Or email me: turkeyman at gmail

 D should be able to handle names and overloading better, though giving
> everything unique names was the design choice I made for my library, primarily to make the code searchable and potentially portable to C (aside from the heavy use of const references as argument types).


/agree, but the names I've used are so standardised and expected, that I'm
really apprehensive to use different names.
Need more opinions to make a good decision, but currently I'm leaning
heavily towards keeping it how it is.

On 2/4/2012 1:57 PM, Manu wrote:
>
>> So I've been trying to collate a sensible framework for a standard
>> cross-platform simd module since Walter added the SIMD stuff.
>> I'm sure everyone will have a million opinions on this, so I've drawn my
>> approach up to a point where it properly conveys the intent, and I've
>> proven the code gen works, and is good. Now I figure I should get
>> everyone to shoot it down before I commit to the tedious work filling in
>> all the remaining blanks.
>>
>> (Note: I've only written code against GDC as yet, since DMD's SSE only
>> supports x64, and x64 is not supported in Windows)
>> https://github.com/TurkeyMan/**phobos/blob/master/std/simd.d<https://github.com/TurkeyMan/phobos/blob/master/std/simd.d>
>>
>> The code might surprise a lot of people... so I'll give a few words about the approach.
>>
>> The key goal here is to provide the lowest level USEFUL set of
>> functions, all the basic functions that people actually use in their
>> algorithms, without requiring them to understand the quirks of various
>> platforms vector hardware.
>> Different SIMD hardware tends to have very different shuffling,
>> load/store, component addressing, support for more/less of the primitive
>> maths operations, etc.
>> This library, which is the lowest level library I expect programmers
>> would ever want to use in their apps, should provide that API at the
>> lowest useful level.
>>
>> First criticism I expect is for many to insist on a class-style vector
>> library, which I personally think has no place as a low level, portable
>> API.
>> Everyone has a different idea of what the perfect vector lib should look
>> like, and it tends to change significantly with respect to its
>> application.
>>
>> I feel this flat API is easier to implement, maintain, and understand, and I expect the most common use of this lib will be in the back end of peoples own vector/matrix/linear algebra libs that suit their apps.
>>
>> My key concern is with my function names... should I be worried about
>> name collisions in such a low level lib? I already shadow a lot of
>> standard float functions...
>> I prefer them abbreviated in this (fairly standard) way, keeps lines of
>> code short and compact. It should be particularly familiar to anyone who
>> has written shaders and such.
>>
>> Opinions? Shall I continue as planned?
>>
>
>


February 05, 2012
On 5 February 2012 09:22, F i L <witte2008@gmail.com> wrote:

> Looks good to me so far ;-)
>
>  First criticism I expect is for many to insist on a class-style vector
>> library, which I personally think has no place as a low level, portable
>> API.
>> Everyone has a different idea of what the perfect vector lib should look
>> like, and it tends to change significantly with respect to its
>> application.
>>
>
> I think it would be useful, especially to newcomers who are unfamiliar with D's lib terrain, to have an officially supported "utils" library for these higher-level structures.
>
> core // to the metal
> std // low-level but useful
> util // get the job done
>

Precisely my thoughts too. Something like 'util' may produce comprehensive, very generic, standard constructs, but makes no guarantees that they are efficient, or the best possible implementation for your application/context.


February 06, 2012
On Saturday, 4 February 2012 at 23:15:17 UTC, Manu wrote:

> First criticism I expect is for many to insist on a class-style vector
> library, which I personally think has no place as a low level, portable API.
> Everyone has a different idea of what the perfect vector lib should look
> like, and it tends to change significantly with respect to its application.
>
> I feel this flat API is easier to implement, maintain, and understand, and
> I expect the most common use of this lib will be in the back end of peoples
> own vector/matrix/linear algebra libs that suit their apps.
>
> My key concern is with my function names... should I be worried about name
> collisions in such a low level lib? I already shadow a lot of standard
> float functions...
> I prefer them abbreviated in this (fairly standard) way, keeps lines of
> code short and compact. It should be particularly familiar to anyone who
> has written shaders and such.

I prefer the flat API and short names too.

> Opinions? Shall I continue as planned?

Looks nice. Please do continue :)

You have only run this on a 32 bit machine, right? Cause I tried to compile this simple example and got some errors about converting ulong to int:

auto testfun(float4 a, float4 b)
{
   return swizzle!("yxwz")(a);
}

It compiles if I do this changes:

566c566
< 		foreach(i; 0..N)
---
> 		foreach(int i; 0..N)
574c574
< 				int i = countUntil(s, swizzleKey[0]);
---
> 				int i = cast(int)countUntil(s, swizzleKey[0]);
591c591
< 					foreach(j, c; s) // find the offset of the ---
> 					foreach(int j, c; s) // find the offset of the



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