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Added SIMD path for Vector3, Quaternion and Matrix4x4 operations #99547
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Vector3.Cross(Vector3 vector1, Vector3 vector2) Vector3.Transform(Vector3 value, Quaternion rotation)
@dotnet-policy-service agree |
added simd paths for quaternion multiplication, division and concatenate added simd path for matrix4x4 multiplication
@dotnet/area-system-numerics |
if (Vector128.IsHardwareAccelerated) | ||
{ | ||
var vVector = value.AsVector128(); | ||
var rVector = Unsafe.BitCast<Quaternion, Vector128<float>>(rotation); | ||
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// v + 2 * (q x (q.W * v + q x v) | ||
return (vVector + Vector128.Create(2f) * Cross(rVector, Vector128.Shuffle(rVector, Vector128.Create(3, 3, 3, 3)) * vVector + Cross(rVector, vVector))).AsVector3(); | ||
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static Vector128<float> Cross(Vector128<float> v1, Vector128<float> v2) | ||
{ | ||
return (Vector128.Shuffle(v1, Vector128.Create(1, 2, 0, 3)) * | ||
Vector128.Shuffle(v2, Vector128.Create(2, 0, 1, 3))) - | ||
(Vector128.Shuffle(v1, Vector128.Create(2, 0, 1, 3)) * | ||
Vector128.Shuffle(v2, Vector128.Create(1, 2, 0, 3))); | ||
} | ||
} |
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I'm not immediately following where this implementation is from...
The standard naive algorithm is typically broken down to something like:
return ((Quaternion.Conjugate(rotation) * new Quaternion(value, 0.0f)) * rotation).AsVector128().AsVector3();
(noting that Quaternion.operator *(Quaternion, Quaterion)
is not currently marked as aggressively inline)
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I got it from a private C library I wrote a decade ago which quotes a dead link.
The closest I could find on the internet after a quick search is this forum post which gets 95% of the way there and just misses the last 'simplification for readability' step.
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Can we update this to follow the "standard" algorithm I gave above.
I expect we'll get better support for things like constant folding, more consistent performance across a range of hardware, and we can accurately quote the root implementation to a known source (which avoids any potential licensing issues): https://github.com/microsoft/DirectXMath/blob/main/Inc/DirectXMathVector.inl#L10307-L10317
IIRC, glm
uses a similar algorithm for it's implementation
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The naive implementation is even slower then the dotnet8 implementation, even with the dotnet9 improvements to quaternion multiplication. It will also always be slower then the reduced version because it contains significantly more math operation.
I also don't see any potential licensing problem. I wrote the c# code. Btw it looks nothing like c code I based it on which I also wrote. Both version are based on math that cannot be copyrighted and that has been floating around the internet for at least decade at this point.
To reduce any variation between different archs the implementation could be changed to
return (vVector + 2 * Cross(rVector, Vector128.Create(rotation.W) * vVector + Cross(rVector, vVector))).AsVector3();
which would give the JIT a bit more leeway, but I doubt it makes any differens.
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The naive implementation is even slower then the dotnet8 implementation, even with the dotnet9 improvements to quaternion multiplication
This is in part because quaternion multiplication
is not being inlined currently. But, also because it's doing some "unnecessary" work, as you indicated. But that can be accounted for as well.
I also don't see any potential licensing problem. I wrote the c# code. Btw it looks nothing like c code I based it on which I also wrote. Both version are based on math that cannot be copyrighted and that has been floating around the internet for at least decade at this point.
In general we require correct attribution to exist and based on the statement given above, the code (even if you authored it) was itself based on some internet blog/forum/site/etc post that can no longer be referenced (due to a dead link). Such a post may have itself may have been based on something else which overall makes it very difficult for us to use "safely" as the chain of citations is broken.
The actual requirements for attribution, whether or not something can be copyrighted, and the like can get quite complex. When there isn't a clear chain anymore, then it requires additional effort on our part, potentially even requiring checks with legal, so an actual lawyer can make the determination on whether or not it is safe to do.
.NET is a huge open source project depending on by millions. We must do the due diligence and ensure that all the boxes are checked.
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What makes the result of Q*vQ any more correct that any of the other ways you could use to rotate a vector by the rotation saved in a quaternion? Rodrigues' formula is actually older than Hamilton's, but it's not like any of this is a universal law written in the stars. This entire conversation feels pointless so I will stop wasting everyone's time, close this pull request and just use a private library.
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From a mathematical perspective they all produce the "same" result. The consideration is that they are not the same from a programmatic perspective due to additional considerations.
The intent was to push this PR in a direction where we could still improve the performance but without changing certain invariants that are extremely important to maintain. That requires more in depth consideration and documentation to show how those requirements are being met.
The intent was not to waste time or get into an argument over what is right vs wrong. The contribution was appreciated and was otherwise nearly in the right shape to be taken.
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I know and appreciate that you weren't trying to waste any time, but I just don't have the spare time to have long debates about computational vs mathematical correctness right now, so I think it's just easier if I leave it at that so that someone else can make a pull request if they run into the same bottlenecks.
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👍, are you fine with me cherry-picking your commits into a PR so I can fix the last couple bits of feedback and get merged? That way you can still get credit for the overall contribution
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Sure
src/libraries/System.Private.CoreLib/src/System/Numerics/Quaternion.cs
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src/libraries/System.Private.CoreLib/src/System/Numerics/Quaternion.cs
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var l0012 = Vector128.Shuffle(left, Vector128.Create(0, 0, 1, 2)); | ||
var l1120 = Vector128.Shuffle(left, Vector128.Create(1, 1, 2, 0)); | ||
var r0333 = Vector128.Shuffle(right, Vector128.Create(0, 3, 3, 3)); | ||
var r1201 = Vector128.Shuffle(right, Vector128.Create(1, 2, 0, 1)); | ||
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var t0 = l0012 * r0333 + l1120 * r1201; | ||
var mask = Vector128.Create(0x80000000, 0, 0, 0); | ||
var t0m = Vector128.Xor(t0, mask.AsSingle()); | ||
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var l2201 = Vector128.Shuffle(left, Vector128.Create(2, 2, 0, 1)); | ||
var l3333 = Vector128.Shuffle(left, Vector128.Create(3, 3, 3, 3)); | ||
var r2120 = Vector128.Shuffle(right, Vector128.Create(2, 1, 2, 0)); | ||
var r3012 = Vector128.Shuffle(right, Vector128.Create(3, 0, 1, 2)); | ||
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var t1 = l3333 * r3012 - l2201 * r2120 + t0m; | ||
var result = Vector128.Shuffle(t1, Vector128.Create(1, 2, 3, 0)); |
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This new code is much harder to read for basically a cycle difference in perf (numbers above report 0.7 -> 0.5 ns
). It may also not optimize as well when considering all platforms or ISA baselines (SSE2, SSE4.1, AVX2, AVX512F, AdvSimd, WASM, etc).
It's also substantially different from Concatenate
despite them doing the "same thing" (just one is x * y
and the other is y * x
)
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It's an operation that tends to be in the hot path for 3d applications so thought the reduced readability might be worth the extra performance on all the platforms I tested it on.
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Its not that hot for 3D apps. The actual hot code tends to happen on the GPU instead.
Its especially not so hot that the complexity is worth 0.15ns
(which is effectively 1 CPU cycle).
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This comment is still pending. I don't think the new code is worth the 0.15ns savings (it's notably slightly slower on my box too). The code is more complex, harder to follow, and so I don't think the justification is there to take this part of the change.
.NET is huge, it is millions of lines of code. We ultimately have to balance readability, maintainability, security, perf, etc.
While Vector3
is itself a performance oriented type, we still have to factor in the other considerations and balance them out. It also applies beyond what a simple benchmark may measure, as we have multiple platforms, ISAs, and ABIs to consider. We also have to consider how certain optimizations may function (such as inlining and constant folding).
As such, even with it being a performance oriented type, there's many places where we are happy to give up a half nanosecond (which is in practice 1-5 instruction cycles) to improve the other areas.
src/libraries/System.Private.CoreLib/src/System/Numerics/Quaternion.cs
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src/libraries/System.Private.CoreLib/src/System/Numerics/Matrix4x4.Impl.cs
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src/libraries/System.Private.CoreLib/src/System/Numerics/Matrix4x4.Impl.cs
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src/libraries/System.Private.CoreLib/src/System/Numerics/Matrix4x4.Impl.cs
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@martenf is this something you're still working on? There's still some pending feedback above that needs to be resolved, mostly just around the tradeoff of additional complexity vs perf increase (that is, where the additional complexity isn't worth the 1-2 instruction or 0.1-0.2 nanosecond savings, so using a more readable/maintainable/portable implementation is preferred). |
Sorry I was quite busy the last couple of weeks. |
Added SIMD path using Vector128 (and Vector256 for Matrix4x4) for:
Vector3.Cross(Vector3 vector1, Vector3 vector2)
Vector3.Transform(Vector3 value, Quaternion rotation)
Quaternion operator *(Quaternion value1, Quaternion value2)
Quaternion operator /(Quaternion value1, Quaternion value2)
Quaternion Concatenate(Quaternion value1, Quaternion value2)
Impl operator *(in Impl left, in Impl right)