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a5cda3da62 |
109
src/Quantity.zig
109
src/Quantity.zig
@ -527,3 +527,112 @@ test "Benchmark" {
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std.debug.print("\nAnti-optimisation sink: {d:.4}\n", .{gsink});
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try std.testing.expect(gsink != 0);
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}
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test "Overhead Analysis: Quantity vs Native" {
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const Io = std.Io;
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const ITERS: usize = 100_000;
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const SAMPLES: usize = 5;
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const io = std.testing.io;
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const getTime = struct {
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fn f(i: Io) Io.Timestamp {
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return Io.Clock.awake.now(i);
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}
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}.f;
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const fold = struct {
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fn f(comptime TT: type, s: *f64, v: TT) void {
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s.* += if (comptime @typeInfo(TT) == .float)
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@as(f64, @floatCast(v))
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else
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@as(f64, @floatFromInt(v));
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}
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}.f;
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// Helper to safely get a value of type T from a loop index
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const getValT = struct {
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fn f(comptime TT: type, i: usize) TT {
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const v = (i % 100) + 1;
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return if (comptime @typeInfo(TT) == .float) @floatFromInt(v) else @intCast(v);
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}
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}.f;
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const Types = .{ i32, i64, i128, f32, f64 };
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const TNames = .{ "i32", "i64", "i128", "f32", "f64" };
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const Ops = .{ "add", "mulBy", "divBy" };
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var gsink: f64 = 0;
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std.debug.print(
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\\
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\\ Quantity vs Native Overhead Analysis
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\\
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\\┌───────────┬──────┬───────────┬───────────┬───────────┐
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\\│ Operation │ Type │ Native │ Quantity │ Slowdown │
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\\├───────────┼──────┼───────────┼───────────┼───────────┤
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\\
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, .{});
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inline for (Ops, 0..) |op_name, j| {
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inline for (Types, 0..) |T, tidx| {
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var native_total_ns: f64 = 0;
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var quantity_total_ns: f64 = 0;
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const M = Quantity(T, Dimensions.init(.{ .L = 1 }), Scales.init(.{}));
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const S = Quantity(T, Dimensions.init(.{ .T = 1 }), Scales.init(.{}));
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for (0..SAMPLES) |_| {
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// --- 1. Benchmark Native ---
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var n_sink: T = 0;
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const n_start = getTime(io);
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for (0..ITERS) |i| {
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const a = getValT(T, i);
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const b = getValT(T, 2);
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const r = if (comptime std.mem.eql(u8, op_name, "add"))
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a + b
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else if (comptime std.mem.eql(u8, op_name, "mulBy"))
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a * b
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else
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if (comptime @typeInfo(T) == .int) @divTrunc(a, b) else a / b;
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if (comptime @typeInfo(T) == .float) n_sink += r else n_sink ^= r;
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}
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const n_end = getTime(io);
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native_total_ns += @as(f64, @floatFromInt(n_start.durationTo(n_end).toNanoseconds()));
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fold(T, &gsink, n_sink);
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// --- 2. Benchmark Quantity ---
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var q_sink: T = 0;
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const q_start = getTime(io);
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for (0..ITERS) |i| {
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const qa = M{ .value = getValT(T, i) };
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const qb = if (comptime std.mem.eql(u8, op_name, "divBy")) S{ .value = getValT(T, 2) } else M{ .value = getValT(T, 2) };
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const r = if (comptime std.mem.eql(u8, op_name, "add"))
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qa.add(qb)
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else if (comptime std.mem.eql(u8, op_name, "mulBy"))
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qa.mulBy(qb)
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else
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qa.divBy(qb);
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if (comptime @typeInfo(T) == .float) q_sink += r.value else q_sink ^= r.value;
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}
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const q_end = getTime(io);
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quantity_total_ns += @as(f64, @floatFromInt(q_start.durationTo(q_end).toNanoseconds()));
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fold(T, &gsink, q_sink);
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}
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const avg_n = (native_total_ns / SAMPLES) / @as(f64, @floatFromInt(ITERS));
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const avg_q = (quantity_total_ns / SAMPLES) / @as(f64, @floatFromInt(ITERS));
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const slowdown = avg_q / avg_n;
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std.debug.print("│ {s:<9} │ {s:<4} │ {d:>7.2}ns │ {d:>7.2}ns │ {d:>8.2}x │\n", .{
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op_name, TNames[tidx], avg_n, avg_q, slowdown,
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});
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}
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if (j != Ops.len - 1) std.debug.print("├───────────┼──────┼───────────┼───────────┼───────────┤\n", .{});
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}
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std.debug.print("└───────────┴──────┴───────────┴───────────┴───────────┘\n", .{});
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try std.testing.expect(gsink != 0);
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}
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134
tmp.md
Normal file
134
tmp.md
Normal file
@ -0,0 +1,134 @@
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The slowdown you are seeing (1.5x to 2.1x) is primarily caused by **unnecessary branching and floating-point logic** inside your `to()` conversion function, which is called by every arithmetic operation.
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Even though your `ratio` is calculated at `comptime`, the compiler often struggles to optimize out the floating-point paths and the `if/else` logic inside `to()` when it's wrapped in generic struct methods.
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Here are the specific areas to optimize and the corrected code.
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### 1. The `to` Function (The Bottleneck)
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In your current code, `add` calls `self.to(TargetType)` and `rhs.to(TargetType)`. Even if the scales are identical, the code enters a function that performs floating-point checks.
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**Optimization:** Add a short-circuit for the identity conversion and use `inline` to ensure the conversion is literally just a primitive op.
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### 2. The `mulBy` / `divBy` Logic
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Currently, `mulBy` converts both operands to a "min" scale before multiplying. In physics, $1km \times 1s$ is just $1000$ units of $m \cdot s$. There is no need to convert both to a common scale before multiplying; you only need to calculate the **resulting** scale.
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### 3. `QuantityVec` Loop Overhead
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In `QuantityVec`, you are initializing a new `Quantity` struct *inside* the loop for every element. While Zig is good at optimizing structs, this creates significant pressure on the optimizer.
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---
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### Optimized `Quantity.zig`
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Replace your `Quantity` struct methods with these. I have introduced a `Conversion` helper to ensure zero runtime overhead for identical scales.
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```zig
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pub fn to(self: Self, comptime Dest: type) Dest {
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if (comptime !dims.eql(Dest.dims))
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@compileError("Dimension mismatch");
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// 1. Absolute identity: No-op
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if (comptime @TypeOf(self) == Dest) return self;
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const ratio = comptime (scales.getFactor(dims) / Dest.scales.getFactor(Dest.dims));
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// 2. Scale identity: just cast the value type
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if (comptime ratio == 1.0) {
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return .{ .value = hlp.cast(Dest.ValueType, self.value) };
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}
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// 3. Fast-path: Integer scaling (multiplication)
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if (comptime @typeInfo(T) == .int and @typeInfo(Dest.ValueType) == .int and ratio > 1.0 and @round(ratio) == ratio) {
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const factor: Dest.ValueType = @intFromFloat(ratio);
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return .{ .value = hlp.cast(Dest.ValueType, self.value) * factor };
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}
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// 4. General path: use the most efficient math
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// We use a small inline helper to avoid floating point if ratio is an integer
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return .{ .value = hlp.applyRatio(Dest.ValueType, self.value, ratio) };
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}
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pub fn add(self: Self, rhs: anytype) Quantity(T, dims, scales.min(@TypeOf(rhs).scales)) {
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const ResQ = Quantity(T, dims, scales.min(@TypeOf(rhs).scales));
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// If scales match exactly, skip 'to' logic entirely
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if (comptime @TypeOf(self) == ResQ and @TypeOf(rhs) == ResQ) {
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return .{ .value = self.value + rhs.value };
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}
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return .{ .value = self.to(ResQ).value + rhs.to(ResQ).value };
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}
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pub fn mulBy(self: Self, rhs: anytype) Quantity(T, d.add(@TypeOf(rhs).dims), s.min(@TypeOf(rhs).scales)) {
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const Tr = @TypeOf(rhs);
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const ResQ = Quantity(T, d.add(Tr.dims), s.min(Tr.scales));
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// Physics optimization:
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// Instead of converting both then multiplying, multiply then apply the cumulative ratio
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const raw_prod = self.value * rhs.value;
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const combined_ratio = comptime (s.getFactor(d) * Tr.scales.getFactor(Tr.dims)) / ResQ.scales.getFactor(ResQ.dims);
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return .{ .value = hlp.applyRatio(T, raw_prod, combined_ratio) };
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}
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```
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### Optimized `QuantityVec.zig`
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Using Zig's `@Vector` or ensuring the loop is "clean" will drastically improve performance.
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```zig
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pub fn add(self: Self, rhs: anytype) QuantityVec(len, Quantity(T, d, s.min(@TypeOf(rhs).scales))) {
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const Tr = @TypeOf(rhs);
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const ResQ = Quantity(T, d, s.min(Tr.scales));
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var res: QuantityVec(len, ResQ) = undefined;
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// Optimization: Pull the conversion logic OUT of the loop
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const ratio_lhs = comptime s.getFactor(d) / ResQ.scales.getFactor(d);
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const ratio_rhs = comptime Tr.scales.getFactor(Tr.dims) / ResQ.scales.getFactor(d);
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for (&res.data, 0..) |*out, i| {
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const v_lhs = hlp.applyRatio(T, self.data[i], ratio_lhs);
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const v_rhs = hlp.applyRatio(T, rhs.data[i], ratio_rhs);
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out.* = v_lhs + v_rhs;
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}
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return res;
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}
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```
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### Optimized `helper.zig`
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The logic for "how to multiply by a ratio" should be centralized to prevent the compiler from generating branches.
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```zig
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pub inline fn cast(comptime T: type, value: anytype) T {
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const In = @TypeOf(value);
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if (T == In) return value;
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return switch (@typeInfo(T)) {
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.int => @intCast(value),
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.float => @floatCast(value),
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else => @compileError("Unsupported cast"),
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};
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}
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pub inline fn applyRatio(comptime T: type, value: anytype, comptime ratio: f64) T {
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if (comptime ratio == 1.0) return cast(T, value);
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if (comptime @typeInfo(T) == .int) {
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// If ratio is integer, use pure integer mul
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if (comptime @round(ratio) == ratio) {
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return cast(T, value) * @as(T, @intFromFloat(ratio));
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}
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// If ratio is fractional (e.g. 0.001), use float to avoid 0 results
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return @intFromFloat(@round(@as(f64, @floatFromInt(value)) * ratio));
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} else {
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return cast(T, value) * @as(T, @floatCast(ratio));
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}
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}
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```
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### Key Changes Explained
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1. **Removing the `Quantity` Wrapper in Loops**: In `QuantityVec`, we no longer call `Q.add(R)`. We calculate the scale ratios at comptime, apply them to the raw values, and add. This allows the CPU to pipe the instructions much more effectively.
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2. **Short-Circuiting**: The `if (comptime ratio == 1.0)` check is vital. It turns your `to()` function into a simple `value` return, which the compiler inlines away completely.
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3. **Float avoidance for Integers**: In your original `to`, you were doing `scales.getFactor(dims) / Dest.scales.getFactor(Dest.dims)`. For large integer types (i128), converting to `f64` causes precision loss and uses the slow XMM/FPU registers. The new `applyRatio` logic favors pure integer multiplication where the ratio is a whole number.
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4. **MulBy/DivBy Efficiency**: Your original code converted *before* multiplying. If you had $10km \times 10km$, it converted to $10000m \times 10000m$ (potentially overflowing an `i32`) and then multiplied. The new version multiplies first, then scales the result, which is fewer operations and safer for precision.
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### Expected Result
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With these changes, the **Slowdown** column in your benchmark should drop from **~2.0x** to **~1.05x - 1.1x**. The remaining 5-10% is usually the overhead of the Zig compiler not being able to perfectly vectorize struct-wrapped arrays compared to raw slices.
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