simd | simd offers a basic interface
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kandi X-RAY | simd Summary
simd offers a basic interface to the SIMD functionality of CPUs.
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QUESTION
I'm creating an int (32 bit) vector with 1024 * 1024 * 1024 elements like so:
...ANSWER
Answered 2021-Jun-14 at 17:01Here are some techniques.
Loop UnrollingQUESTION
I got the idea of using pre-defined functions to do this: calculate "a + b", "c * 5", "d * 3" and then add the result.
But this way seems generate a lot of code. Is there any better methods to do this?
By the way, does Apache Arrow use SIMD by default(c++ version)? If not, how can I make it use SIMD?
...ANSWER
Answered 2021-Jun-14 at 12:27PyArrow doesn't currently override operators in Python, but you can easily call the arithmetic compute functions. (functools.reduce
is used here since the addition kernel is binary, not n-ary.)
PyArrow automatically uses SIMD, based on what flags it was compiled with. It should use the 'highest' SIMD level supported by your CPU for which it was compiled with. Not all compute function implementations leverage SIMD internally. Right now it looks like it's mostly the aggregation kernels which do so.
QUESTION
I have trouble understanding something about simd_packed vectors in the simd module in Swift. I use the example of float4, I hope someone can help.
My understanding is that simd_float4
is a typealias
of SIMD4< Float>
, and MemoryLayout< Float>>.alignment = 16
(bytes), hence MemoryLayout.alignment = 16
. Makes sense.
But the following I do not understand: simd_packed_float4
is also a typealias
of SIMD4
. And so MemoryLayout.alignment = 16
.
What is the point of the "packed" in simd_packed_float4
, then? Where is the "relaxed alignment" that the documentation talks about?
In the Metal Shader Language Specification (Version 2.4) (
https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf)
in Table 2.4 (p.28), it says the alignment of packed_float4
is 4 (which is also the alignment of the scalar type, float), so this IS a "relaxed alignment" (as compared to the 16). That makes sense on its own, but how do I reconcile this to the above (simd_packed_float4
is typealias of SIMD4
and MemoryLayout = 16
)?
ANSWER
Answered 2021-Jun-12 at 03:45I actually think it's impossible to achieve relaxed alignment like this with a packed type in Swift. I think Swift compiler just can't bring the alignment attributes to actual Swift interface.
I think this makes simd_packed_float4
useless in Swift.
I have made a playground to check this, and using it as it's intended doesn't work.
QUESTION
I have a minimally reproducible sample which is as follows -
...ANSWER
Answered 2021-Jun-11 at 14:46The non-OpenMP vectorizer is defeating your benchmark with loop inversion.
Make your function __attribute__((noinline, noclone))
to stop GCC from inlining it into the repeat loop. For cases like this with large enough functions that call/ret overhead is minor, and constant propagation isn't important, this is a pretty good way to make sure that the compiler doesn't hoist work out of the loop.
And in future, check the asm, and/or make sure the benchmark time scales linearly with the iteration count. e.g. increasing 500 up to 1000 should give the same average time in a benchmark that's working properly, but it won't with -O3
. (Although it's surprisingly close here, so that smell test doesn't definitively detect the problem!)
After adding the missing #pragma omp simd
to the code, yeah I can reproduce this. On i7-6700k Skylake (3.9GHz with DDR4-2666) with GCC 10.2 -O3 (without -march=native
or -fopenmp
), I get 18266, but with -O3 -fopenmp
I get avg time 39772.
With the OpenMP vectorized version, if I look at top
while it runs, memory usage (RSS) is steady at 771 MiB. (As expected: init code faults in the two inputs, and the first iteration of the timed region writes to result
, triggering page-faults for it, too.)
But with the "normal" vectorizer (not OpenMP), I see the memory usage climb from ~500 MiB until it exits just as it reaches the max 770MiB.
So it looks like gcc -O3
performed some kind of loop inversion after inlining and defeated the memory-bandwidth-intensive aspect of your benchmark loop, only touching each array element once.
The asm shows the evidence: GCC 9.3 -O3
on Godbolt doesn't vectorize, and it leaves an empty inner loop instead of repeating the work.
QUESTION
I am working on a C++ intrinsic wrapper for x64 and neon. I want my functions to be constexpr. My motivation is similar to Constexpr and SSE intrinsics, but #pragma omp simd and intrinsics may not be supported by the compiler (GCC) in a constexpr function. The following code is just a demonstration (auto-vectorization is good enough for addition).
...ANSWER
Answered 2021-Jun-01 at 14:43Using std::is_constant_evaluated, you can get exactly what you want:
QUESTION
this is yet another SSE is slower than normal code! Why?
type of question.
I know that there are a bunch of similar questions but they don't seem to match my situation.
I am trying to implement Miller-Rabin primality test with Montgomery Modular Multiplication for fast modulo operations.
I tried to implement it in both scalar and SIMD way and it turns out that the SIMD version was around 10% slower.
that [esp+16] or [esp+12] is pointing to the modulo inverse of N
if there's anyone wondering.
I am really puzzled over the fact that a supposedly 1 Latency 1c Throughput 1uops instruction psrldq
takes more than 3 Latency 0.5c Throughput 1uops pmuludq
.
Below is the code and the run time analysis on visual studio ran on Ryzen 5 3600.
Any idea on how to improve SIMD code and/or why is it slower than a scalar code is appreciated.
P.S. Seems like the run time analysis is off by one instruction for some reason
EDIT 1: the comment on the image was wrong, I attached a fixed version below:
...ANSWER
Answered 2021-May-30 at 16:13- Your SIMD code wastes time mispredicting that test ebp, 1 / jnz branch. There’s no conditional move instruction in SSE, but you can still optimize away that test + branch with a few more instructions like this:
QUESTION
I am confused about the data sharing scope of the variable acc in the flowing two cases. In the case 1 I get following compilation error: error: reduction variable ‘acc’ is private in outer context
, whereas the case 2 compiles without any issues.
According to this article variables defined outside parallel region are shared.
Why is adding for-loop parallelism privatizing acc? How can I in this case accumulate the result calculated in the the for-loop and distribute a loop's iteration space across a thread team?
case 1
...ANSWER
Answered 2021-May-26 at 18:08Your case 1 is violating OpenMP semantics, as there's an implicit parallel region (see OpenMP Language Terminology, "sequential part") that contains the definition of acc
. Thus, acc
is indeed private to that implicit parallel region. This is what the compiler complains about.
Your case 2 is different in that the simd
construct is not a worksharing construct and thus has a different definition of the semantics of the reduction
clause.
Case 1 would be correct if you wrote it this way:
QUESTION
I wrote a function to add up all the elements of a double[]
array using SIMD (System.Numerics.Vector
) and the performance is worse than the naïve method.
On my computer Vector.Count
is 4 which means I could create an accumulator of 4 values and run through the array adding up the elements by groups.
For example a 10 element array, with a 4 element accumulator and 2 remaining elements I would get
...ANSWER
Answered 2021-May-19 at 18:28I would suggest you take a look at this article exploring SIMD performance in .Net.
The overall algorithm looks identical for summing using regular vectorization. One difference is that the multiplication can be avoided when slicing the array:
QUESTION
First, some relevant background info: I've got a CoreAudio-based low-latency audio processing application that does various mixing and special effects on audio that is coming from an input device on a purpose-dedicated Mac (running the latest version of MacOS) and delivers the results back to one of the Mac's local audio devices.
In order to obtain the best/most reliable low-latency performance, this app is designed to hook in to CoreAudio's low-level audio-rendering callback (via AudioDeviceCreateIOProcID(), AudioDeviceStart(), etc) and every time the callback-function is called (from the CoreAudio's realtime context), it reads the incoming audio frames (e.g. 128 frames, 64 samples per frame), does the necessary math, and writes out the outgoing samples.
This all works quite well, but from everything I've read, Apple's CoreAudio implementation has an unwritten de-facto requirement that all real-time audio operations happen in a single thread. There are good reasons for this which I acknowledge (mainly that outside of SIMD/SSE/AVX instructions, which I already use, almost all of the mechanisms you might employ to co-ordinate parallelized behavior are not real-time-safe and therefore trying to use them would result in intermittently glitchy audio).
However, my co-workers and I are greedy, and nevertheless we'd like to do many more math-operations per sample-buffer than even the fastest single core could reliably execute in the brief time-window that is necessary to avoid audio-underruns and glitching.
My co-worker (who is fairly experienced at real-time audio processing on embedded/purpose-built Linux hardware) tells me that under Linux it is possible for a program to requisition exclusive access for one or more CPU cores, such that the OS will never try to use them for anything else. Once he has done this, he can run "bare metal" style code on that CPU that simply busy-waits/polls on an atomic variable until the "real" audio thread updates it to let the dedicated core know it's time to do its thing; at that point the dedicated core will run its math routines on the input samples and generate its output in a (hopefully) finite amount of time, at which point the "real" audio thread can gather the results (more busy-waiting/polling here) and incorporate them back into the outgoing audio buffer.
My question is, is this approach worth attempting under MacOS/X? (i.e. can a MacOS/X program, even one with root access, convince MacOS to give it exclusive access to some cores, and if so, will big ugly busy-waiting/polling loops on those cores (including the polling-loops necessary to synchronize the CoreAudio callback-thread relative to their input/output requirements) yield results that are reliably real-time enough that you might someday want to use them in front of a paying audience?)
It seems like something that might be possible in principle, but before I spend too much time banging my head against whatever walls might exist there, I'd like some input about whether this is an avenue worth pursuing on this platform.
...ANSWER
Answered 2021-May-20 at 13:46can a MacOS/X program, even one with root access, convince MacOS to give it exclusive access to some cores
I don't know about that, but you can use as many cores / real-time threads as you want for your calculations, using whatever synchronisation methods you need to make it work, then pass the audio to your IOProc
using a lock free ring buffer, like TPCircularBuffer.
But your question reminded me of a new macOS 11/iOS 14 API I've been meaning to try, the Audio Workgroups API (2020 WWDC Video).
My understanding is that this API lets you "bless" your non-IOProc real-time threads with audio real-time thread properties or at least cooperate better with the audio thread.
The documents distinguish between the threads working in parallel (this sounds like your case) and working asynchronously (this sounds like my proposal), I don't know which case is better for you.
I still don't know what happens in practice when you use Audio Workgroups
, whether they opt you in to good stuff or opt you out of bad stuff, but if they're not the hammer you're seeking, they may have some useful hammer-like properties.
QUESTION
I can't make my MTKView clear its background. I've set the view's and its layer's isOpaque to false, background color to clear and tried multiple solutions found on google/stackoverflow (most in the code below like loadAction and clearColor of color attachment) but nothing works.
All the background color settings seem to be ignored. Setting loadAction and clearColor of MTLRenderPassColorAttachmentDescriptor does nothing.
I'd like to have my regular UIView's drawn under the MTKView. What am I missing?
...ANSWER
Answered 2021-May-17 at 09:09Thanks to Frank, the answer was to just set the clearColor property of the view itself, which I missed. I also removed most adjustments in the MTLRenderPipelineDescriptor, who's code is now:
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