digitalmars.D.learn - vector Cross/Dot using core.simd?
- F i L (41/41) Aug 11 2012 I'm trying to write a Cross and Dot function using
- F i L (6/6) Aug 11 2012 On a side note, if I run the simple code:
- Sean Cavanaugh (15/19) Aug 11 2012 Some reference:
- F i L (5/21) Aug 12 2012 Awesome, I see XMM.HADDPS (amoung others) in core.simd now,
I'm trying to write a Cross and Dot function using core.simd.float4 and DMD The C++ code looks like: from: http://fastcpp.blogspot.com/2011/04/vector-cross-product-using-sse-code.html inline __m128 CrossProduct(__m128 a, __m128 b) { return _mm_sub_ps ( _mm_mul_ps ( _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1)), _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 1, 0, 2)) ), _mm_mul_ps ( _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 0, 2)), _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 0, 2, 1)) ) ); } I can see that core.simd.XMM supports a XMM.PSHUFB command I can use with __simd(), but I'm not sure how to go about translate the _MM_SHUFFLE() macro above. public static Vector4f Dot(Vector4f a, Vector4f b) { var result = a * b; result = HorizontalAdd(result, result); result = HorizontalAdd(result, result); return result.X; } And I have no idea what XMM command HorizontalAdd would translate to. But the Mono.Simd documentation says it performs: Vector4f HorizontalAdd(Vector4f a, Vector4f b) { return new Vector4f ( (a.X + a.Y), (a.Z + a.W), (b.X + b.Y), (b.Z + b.W) ); } Does anyone know anything about SIMD operations that may be able to help me translate these functions into a D equivalent? I would very much appreciate your help.
Aug 11 2012
On a side note, if I run the simple code: void16 a = 0, b = 0; void16 r = __simd(XMM.PSHUFB, a, b); writeln(r.array); I get the following error: Internal error: e2ir.c 3817
Aug 11 2012
On 8/11/2012 8:23 PM, F i L wrote:I'm trying to write a Cross and Dot function using core.simd.float4 and DMD Does anyone know anything about SIMD operations that may be able to help me translate these functions into a D equivalent? I would very much appreciate your help.Some reference: C++ simd intrinsic for dot product (requires SSE 4.1, very modern) _mm_dp_ps C++ simd instrinsic for horizontal add (requires SSE3, also reasonably modern) _mm_hadd_ps If you are on SSE2 (which is the base spec for x64) and also the minimum CPU target we use at work for commercial game development, you are stuck doing shuffles and adds for dot product, which effectively process these operations as scalar). Ideally one of the sides of the dot product is an array and you can vectorize the dot product itself (1 vector vs 4 others, or 4 v 4). This is common when setting up shapes like view frustum culling (point tested against 6-8 extruded planes in an array)
Aug 11 2012
Sean Cavanaugh wrote:Some reference: C++ simd intrinsic for dot product (requires SSE 4.1, very modern) _mm_dp_psGood to know, thanks!C++ simd instrinsic for horizontal add (requires SSE3, also reasonably modern) _mm_hadd_psAwesome, I see XMM.HADDPS (amoung others) in core.simd now, thanks again!If you are on SSE2 (which is the base spec for x64) and also the minimum CPU target we use at work for commercial game development, you are stuck doing shuffles and adds for dot product, which effectively process these operations as scalar). Ideally one of the sides of the dot product is an array and you can vectorize the dot product itself (1 vector vs 4 others, or 4 v 4). This is common when setting up shapes like view frustum culling (point tested against 6-8 extruded planes in an array)Thanks for the info.
Aug 12 2012