I like SIMD, but before super-optimizing your code with SIMD and the like, really consider your data structures and access patterns.
I've been singing Data-Oriented Design's praises, so I'll just collect all my comments here [1], but I think it's a good approach to optimization. I played around with SIMD in my old code (in Zig), but my approach to modelling datastructures was so antithetical to optimization, it was like putting high-performance racing tires on a lemon with a broken engine.
It was the root-of-all-evil-type-premature-optimization, because I wasn't measuring performance, and I wasn't thinking about where the allocations were, etc. Now, I try to model my data as if it were SQL tables, see what my potential "primary keys" could be, and build my data structures around my access patterns.
For example, I used to model trees as structs pointing to other structs on the heap:
struct Tree {
tag: TreeTag,
children: Vec<&Tree>
}
Now my tree has all the bad characteristics of a linked list (* nodes * children), all the fragmentation of multiple heap vectors (* nodes), and terrible set-up / tear-down time (in this case, Drop alone was taking up a good chunk of runtime).
But a tree can be represented a million ways, and can always be linearized. So now I really consider my access/insert patterns of the tree, whether it's really a tree or some other sort of graph, whether I can store it in a Vec or a Struct of Vecs, etc. Since really looking at things through their access patterns and "primary keys", my code has been much faster and simpler.
This has the added effect that a lot of your data ends up in homogeneous arrays / vecs, which means that the compiler can do its SIMD magic, the CPU can read it from your L1 cache a million times faster, etc. And then when you need to drop down into SIMD yourself, you can write some awesome branchless code.
"More importantly, when this loop matters enough for me to care about a 5x speedup, I want the vectorization to be explicit and predictable. I don't want an unrelated code change or compiler update to quietly turn it back into a scalar loop."
Only tangentially related but this is by far the most painful part about optimizing code for JIT compilers like V8. Even changing a constant from 1 to 1.0 somewhere else can change the optimizations performed and lead to an unexpected performance decrease.
hnal943
Here's a helpful video about leveraging SIMD to solve a concrete performance problem for the dev team that made the game The Witness by Casey Muratori: https://www.youtube.com/watch?v=Ge3aKEmZcqY
eska
I don’t know zig syntax, but wouldn’t it be possible to put this common pattern into a macro and simplify it to mostly a lambda on V?
show comments
wrl
i was having a conversation with a friend recently about simd in zig (which i have recently picked up and been having a pretty good time with). i find that simd writes decently well, though there's a few weird things:
- some builtins purport to work on simd vectors but actually just unpack the vectors and do their work per-element (e.g. running `@sin()` on a `@Vector(4, f32)` will unpack the vector, run `@sin()` 4 times, and then pack it back into a vector).
- a lot of `std.math` is scalar-only (some functions support vectors, though, and i've got a pr open for one of them and plan to do more).
- i'm certainly missing some intrinsics that i get from xmmintrin.h (rcp, rsqrt, few others).
in general though i'm finding it pretty capable.
mitchell, i know you hang around some of these comments sometimes – i noticed that in ghostty you bring in some c++ libs to do the simd heavy lifting for you. any plans to port that to zig? anything missing from the language or libs that's preventing it?
show comments
qurren
I just do gcc -O3 and get SIMD without having to learn it
I like SIMD, but before super-optimizing your code with SIMD and the like, really consider your data structures and access patterns.
I've been singing Data-Oriented Design's praises, so I'll just collect all my comments here [1], but I think it's a good approach to optimization. I played around with SIMD in my old code (in Zig), but my approach to modelling datastructures was so antithetical to optimization, it was like putting high-performance racing tires on a lemon with a broken engine.
It was the root-of-all-evil-type-premature-optimization, because I wasn't measuring performance, and I wasn't thinking about where the allocations were, etc. Now, I try to model my data as if it were SQL tables, see what my potential "primary keys" could be, and build my data structures around my access patterns.
For example, I used to model trees as structs pointing to other structs on the heap:
Now my tree has all the bad characteristics of a linked list (* nodes * children), all the fragmentation of multiple heap vectors (* nodes), and terrible set-up / tear-down time (in this case, Drop alone was taking up a good chunk of runtime).But a tree can be represented a million ways, and can always be linearized. So now I really consider my access/insert patterns of the tree, whether it's really a tree or some other sort of graph, whether I can store it in a Vec or a Struct of Vecs, etc. Since really looking at things through their access patterns and "primary keys", my code has been much faster and simpler.
This has the added effect that a lot of your data ends up in homogeneous arrays / vecs, which means that the compiler can do its SIMD magic, the CPU can read it from your L1 cache a million times faster, etc. And then when you need to drop down into SIMD yourself, you can write some awesome branchless code.
1. https://hn.algolia.com/?dateRange=all&page=0&prefix=true&que... Design author%3ARendello&sort=byPopularity&type=all
"More importantly, when this loop matters enough for me to care about a 5x speedup, I want the vectorization to be explicit and predictable. I don't want an unrelated code change or compiler update to quietly turn it back into a scalar loop."
Only tangentially related but this is by far the most painful part about optimizing code for JIT compilers like V8. Even changing a constant from 1 to 1.0 somewhere else can change the optimizations performed and lead to an unexpected performance decrease.
Here's a helpful video about leveraging SIMD to solve a concrete performance problem for the dev team that made the game The Witness by Casey Muratori: https://www.youtube.com/watch?v=Ge3aKEmZcqY
I don’t know zig syntax, but wouldn’t it be possible to put this common pattern into a macro and simplify it to mostly a lambda on V?
i was having a conversation with a friend recently about simd in zig (which i have recently picked up and been having a pretty good time with). i find that simd writes decently well, though there's a few weird things:
- some builtins purport to work on simd vectors but actually just unpack the vectors and do their work per-element (e.g. running `@sin()` on a `@Vector(4, f32)` will unpack the vector, run `@sin()` 4 times, and then pack it back into a vector).
- a lot of `std.math` is scalar-only (some functions support vectors, though, and i've got a pr open for one of them and plan to do more).
- i'm certainly missing some intrinsics that i get from xmmintrin.h (rcp, rsqrt, few others).
in general though i'm finding it pretty capable.
mitchell, i know you hang around some of these comments sometimes – i noticed that in ghostty you bring in some c++ libs to do the simd heavy lifting for you. any plans to port that to zig? anything missing from the language or libs that's preventing it?
I just do gcc -O3 and get SIMD without having to learn it