Refactor APIContext, add AVX2 sin/cos codegen, FMA rewrite

- Refactored namespaces from .VectorAPI to .APIContext for clarity.
- Enhanced Avx2APIContext/IVectorAPIContext to support void returns.
- Added GenerateSinCosUtilityMethods for AVX2, emitting vectorized Sin/Cos/SinCos for float/double.
- Introduced HPCOptimizerRewriter for advanced SPMD type handling.
- Refactored HPCRewriter to use SemanticModel, support FMA pattern rewriting, and delegate SPMD logic.
- Updated AVX2Rewriter for new base and improved math mapping.
- Made UtilityTemplate generic and type-safe for sin/cos.
- Updated NoiseJob3D/NoiseJobVector for [HPCompute] attribute and partial struct.
- Fixed solution file project ordering and inclusion.
This commit is contained in:
2026-05-06 22:27:24 +09:00
parent fd2d60c8f1
commit b9537d91da
10 changed files with 439 additions and 161 deletions

View File

@@ -1,6 +1,6 @@
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp.Syntax;
using Misaki.HighPerformance.HPC.Generator.VectorAPI;
using Misaki.HighPerformance.HPC.Generator.APIContext;
using System;
namespace Misaki.HighPerformance.HPC.Generator
@@ -14,8 +14,7 @@ namespace Misaki.HighPerformance.HPC.Generator
{
var api = new Avx2APIContext();
var sinFloat_standard = UtilityTemplate.SinFloat_Standard(api);
var sinFloat_fast = UtilityTemplate.SinFloat_Fast(api);
var sinCosMethods = UtilityTemplate.GenerateSinCosUtilityMethods(api, " ");
var source = @$"
using System;
@@ -27,95 +26,7 @@ namespace Misaki.HighPerformance.HPC
{{
public static class AVX2Utility
{{
[MethodImpl(MethodImplOptions.NoInlining)]
{sinFloat_standard.GetFullCode(" ")}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
{sinFloat_fast.GetFullCode(" ")}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector256<float> Asin(Vector256<float> value)
{{
// asin(value) = pi/2 - acos(value)
var piOver2 = Vector256.Create(MathF.PI / 2.0f);
return Avx2.Subtract(piOver2, Acos(value));
}}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector256<float> Acos(Vector256<float> value)
{{
// 0 <= value <= 1 : acos(value) = sqrt(1 - value) * (c0 + c1*value + c2*value^2 + c3*value^3)
// value < 0 : acos(value) = pi - acos(-value)
var x = Vector256.Abs(value);
var c0 = Vector256.Create(1.5707288f); // pi/2
var c1 = Vector256.Create(-0.2121144f);
var c2 = Vector256.Create(0.0742610f);
var c3 = Vector256.Create(-0.0187293f);
var term1 = Fma.MultiplyAdd(x, c3, c2);
var term2 = Fma.MultiplyAdd(x, term1, c1);
var poly = Fma.MultiplyAdd(x, term2, c0);
var sqrtTerm = Avx2.Sqrt(Avx2.Subtract(Vector256<float>.One, x));
var result = Avx2.Multiply(poly, sqrtTerm);
var pi = Vector256.Create(MathF.PI);
var isNegative = Avx2.CompareLessThan(value, Vector256<float>.Zero);
return Avx2.BlendVariable(pi, Avx2.Subtract(pi, result), isNegative);
}}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector256<float> Atan2(Vector256<float> y, Vector256<float> x)
{{
var absX = Vector256.Abs(x);
var absY = Vector256.Abs(y);
// 1. Determine the ratio (input to Atan)
// If |value| > |y|, we are in the ""shallow"" region, ratio = y/value
// If |y| > |value|, we are in the ""steep"" region, ratio = value/y (and we transform result)
var yGtX = Avx2.CompareGreaterThan(absY, absX);
// Select numerator and denominator to ensure ratio is always in [-1, 1]
var num = Avx2.BlendVariable(absX, absY, yGtX);
var den = Avx2.BlendVariable(absY, absX, yGtX);
var t = Avx2.Multiply(num, Avx2.Reciprocal(den)); // t is now in [0, 1]
var t2 = Avx2.Multiply(t, t);
// 2. Polynomial Approximation (Odd function: value * (c1 + c2*value^2))
var c1 = Vector256.Create(0.97239411f);
var c2 = Vector256.Create(-0.19194795f);
// (c1 + c2 * t2)
var poly = Fma.MultiplyAdd(c2, t2, c1);
// result = Avx2.Multiply(t, poly)
var result = Avx2.Multiply(t, poly);
// 3. Reconstruct the angle
// If we swapped value/y (yGtX), the identity is: atan(value/y) = PI/2 - atan(y/value)
var halfPi = Vector256.Create(1.570796327f);
result = Avx2.BlendVariable(halfPi - result, result, yGtX);
// 4. Adjust for Quadrants (Signs)
// If value < 0, we are in quadrants 2 or 3, so we need to add PI
var pi = Vector256.Create(3.141592654f);
var xLtZero = Avx2.CompareLessThan(x, Vector256<float>.Zero);
result = Avx2.BlendVariable(pi - result, result, xLtZero);
// If y < 0, the result should be negative (standard atan2 convention)
// NOTE: This sign flip strategy depends on exact polynomial range mapping,
// but typically just copy the sign of Y to the result.
var yLtZero = Avx2.CompareLessThan(y, Vector256<float>.Zero);
// If original Y was negative, negate the result
// (This works because our ratio logic effectively computed atan(|y|/|value|) above)
var negativeResult = Avx2.Subtract(Vector256<float>.Zero, result);
return Avx2.BlendVariable(negativeResult, result, yLtZero);
}}
{sinCosMethods}
}}
}}";
@@ -126,6 +37,11 @@ namespace Misaki.HighPerformance.HPC
internal class AVX2Rewriter : HPCRewriter
{
public AVX2Rewriter(SemanticModel semanticModel)
: base(semanticModel)
{
}
public override string Name => "AVX2";
public override string GetNesessaryUsing()
@@ -133,16 +49,33 @@ namespace Misaki.HighPerformance.HPC
return "using System.Runtime.Intrinsics;\nusing System.Runtime.Intrinsics.X86;";
}
protected override MathExpression RewriteMathExpression(SIMDInstruction instruction, bool isFloatingPoint)
protected override void RewriteMathArguments(SIMDInstruction instruction, Span<ArgumentSyntax> originalArgs)
{
throw new NotImplementedException();
}
protected override MathExpression RewriteMathExpression(SIMDInstruction instruction)
{
switch (instruction)
{
case SIMDInstruction.Add:
break;
return new MathExpression
{
Expression = "Avx2",
Name = "Add"
};
case SIMDInstruction.Subtract:
break;
return new MathExpression
{
Expression = "Avx2",
Name = "Subtract"
};
case SIMDInstruction.Multiply:
break;
return new MathExpression
{
Expression = "Avx2",
Name = "Multiply"
};
case SIMDInstruction.MultiplyAdd:
return new MathExpression
{
@@ -167,10 +100,5 @@ namespace Misaki.HighPerformance.HPC
return default;
}
protected override void RewriteMathArguments(SIMDInstruction instruction, Span<ArgumentSyntax> originalArgs)
{
return;
}
}
}