- Introduce IVectorAPIContext abstraction and supporting types for vectorized code generation - Add Avx2APIContext and UtilityTemplate for AVX2-specific code emission - Dynamically generate AVX2 sine methods in AVX2Rewriter - Refactor WideLane<TNumber> to use Unsafe.BitCast for all Vector conversions - Update all WideLane operators and math methods to use Unsafe.BitCast - Change MultiplyAdd parameter names for clarity - Remove static indices field in favor of Vector<TNumber>.Indices - Add implicit conversion from Vector<TNumber> to WideLane<TNumber> - Update tests and program files for compatibility
177 lines
6.5 KiB
C#
177 lines
6.5 KiB
C#
using Microsoft.CodeAnalysis;
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using Microsoft.CodeAnalysis.CSharp.Syntax;
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using Misaki.HighPerformance.HPC.Generator.VectorAPI;
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using System;
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namespace Misaki.HighPerformance.HPC.Generator
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{
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[Generator]
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internal class AVX2UtilityGenerator : IIncrementalGenerator
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{
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public void Initialize(IncrementalGeneratorInitializationContext context)
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{
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context.RegisterPostInitializationOutput(static ctx =>
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{
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var api = new Avx2APIContext();
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var sinFloat_standard = UtilityTemplate.SinFloat_Standard(api);
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var sinFloat_fast = UtilityTemplate.SinFloat_Fast(api);
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var source = @$"
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.Intrinsics;
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using System.Runtime.Intrinsics.X86;
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namespace Misaki.HighPerformance.HPC
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{{
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public static class AVX2Utility
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{{
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[MethodImpl(MethodImplOptions.NoInlining)]
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{sinFloat_standard.GetFullCode(" ")}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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{sinFloat_fast.GetFullCode(" ")}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector256<float> Asin(Vector256<float> value)
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{{
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// asin(value) = pi/2 - acos(value)
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var piOver2 = Vector256.Create(MathF.PI / 2.0f);
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return Avx2.Subtract(piOver2, Acos(value));
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}}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector256<float> Acos(Vector256<float> value)
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{{
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// 0 <= value <= 1 : acos(value) = sqrt(1 - value) * (c0 + c1*value + c2*value^2 + c3*value^3)
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// value < 0 : acos(value) = pi - acos(-value)
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var x = Vector256.Abs(value);
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var c0 = Vector256.Create(1.5707288f); // pi/2
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var c1 = Vector256.Create(-0.2121144f);
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var c2 = Vector256.Create(0.0742610f);
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var c3 = Vector256.Create(-0.0187293f);
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var term1 = Fma.MultiplyAdd(x, c3, c2);
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var term2 = Fma.MultiplyAdd(x, term1, c1);
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var poly = Fma.MultiplyAdd(x, term2, c0);
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var sqrtTerm = Avx2.Sqrt(Avx2.Subtract(Vector256<float>.One, x));
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var result = Avx2.Multiply(poly, sqrtTerm);
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var pi = Vector256.Create(MathF.PI);
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var isNegative = Avx2.CompareLessThan(value, Vector256<float>.Zero);
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return Avx2.BlendVariable(pi, Avx2.Subtract(pi, result), isNegative);
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}}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector256<float> Atan2(Vector256<float> y, Vector256<float> x)
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{{
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var absX = Vector256.Abs(x);
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var absY = Vector256.Abs(y);
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// 1. Determine the ratio (input to Atan)
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// If |value| > |y|, we are in the ""shallow"" region, ratio = y/value
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// If |y| > |value|, we are in the ""steep"" region, ratio = value/y (and we transform result)
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var yGtX = Avx2.CompareGreaterThan(absY, absX);
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// Select numerator and denominator to ensure ratio is always in [-1, 1]
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var num = Avx2.BlendVariable(absX, absY, yGtX);
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var den = Avx2.BlendVariable(absY, absX, yGtX);
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var t = Avx2.Multiply(num, Avx2.Reciprocal(den)); // t is now in [0, 1]
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var t2 = Avx2.Multiply(t, t);
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// 2. Polynomial Approximation (Odd function: value * (c1 + c2*value^2))
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var c1 = Vector256.Create(0.97239411f);
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var c2 = Vector256.Create(-0.19194795f);
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// (c1 + c2 * t2)
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var poly = Fma.MultiplyAdd(c2, t2, c1);
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// result = Avx2.Multiply(t, poly)
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var result = Avx2.Multiply(t, poly);
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// 3. Reconstruct the angle
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// If we swapped value/y (yGtX), the identity is: atan(value/y) = PI/2 - atan(y/value)
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var halfPi = Vector256.Create(1.570796327f);
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result = Avx2.BlendVariable(halfPi - result, result, yGtX);
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// 4. Adjust for Quadrants (Signs)
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// If value < 0, we are in quadrants 2 or 3, so we need to add PI
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var pi = Vector256.Create(3.141592654f);
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var xLtZero = Avx2.CompareLessThan(x, Vector256<float>.Zero);
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result = Avx2.BlendVariable(pi - result, result, xLtZero);
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// If y < 0, the result should be negative (standard atan2 convention)
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// NOTE: This sign flip strategy depends on exact polynomial range mapping,
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// but typically just copy the sign of Y to the result.
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var yLtZero = Avx2.CompareLessThan(y, Vector256<float>.Zero);
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// If original Y was negative, negate the result
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// (This works because our ratio logic effectively computed atan(|y|/|value|) above)
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var negativeResult = Avx2.Subtract(Vector256<float>.Zero, result);
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return Avx2.BlendVariable(negativeResult, result, yLtZero);
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}}
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}}
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}}";
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ctx.AddSource("AVX2Utility.g.cs", source);
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});
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}
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}
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internal class AVX2Rewriter : HPCRewriter
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{
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public override string Name => "AVX2";
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public override string GetNesessaryUsing()
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{
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return "using System.Runtime.Intrinsics;\nusing System.Runtime.Intrinsics.X86;";
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}
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protected override MathExpression RewriteMathExpression(SIMDInstruction instruction, bool isFloatingPoint)
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{
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switch (instruction)
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{
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case SIMDInstruction.Add:
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break;
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case SIMDInstruction.Subtract:
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break;
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case SIMDInstruction.Multiply:
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break;
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case SIMDInstruction.MultiplyAdd:
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return new MathExpression
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{
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Expression = "Fma",
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Name = "MultiplyAdd"
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};
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case SIMDInstruction.Asin:
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return new MathExpression
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{
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Expression = "AVX2Utility",
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Name = "Asin"
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};
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case SIMDInstruction.Atan2:
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return new MathExpression
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{
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Expression = "AVX2Utility",
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Name = "Atan2"
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};
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default:
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break;
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}
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return default;
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}
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protected override void RewriteMathArguments(SIMDInstruction instruction, Span<ArgumentSyntax> originalArgs)
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{
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return;
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}
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}
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}
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