Even before getting into SIMD, try using Rust for concurrent, succinct, or external-memory data structures. It quickly becomes clear where the friction is.
Cargo is fantastic — clean, ergonomic, and a joy compared to many toolchains. But it’s much easier to keep things simple when you don’t have to support dozens of AVX-512 variants, AMX, SME, different CUDA generations, ROCm, or any of the other modern hardware capabilities.
Standardising SIMD in the standard library — in Rust or C++ — has always been a questionable idea. Most of these APIs cater to operations that compilers already auto-vectorize reasonably well, and they barely touch the recent capabilities of SIMD. Just consider how hard it is to build any meaningful abstraction over the predicate/register models across AVX-512, SVE, and RVV.
RVV aside, this should illustrate the point: https://www.modular.com/blog/understanding-simd-infinite-com...
The main advantage was that, because Rust doesn't use TBAA, it's completely legal (and safe, if you use bytemuck) to freely cast pointers and values around. TBAA in C++ makes it much easier to hit undefined behavior.
But also, because of various miscompilations, Rust refuses (or at least refused) to pass SIMD arguments in registers, so every non-inlined function call passes arguments via the stack. There were also miscompilations if you enabled a target_feature for just one function, so we ended up just passing `-C target-cpu=...` globally, and if we wanted to support a different microarchitecture, we just recompiled the whole program. On top of that, there's no good way to check to see what microarchitecture you're compiling for, so we had to resort to specifying the target cpu in multiple places, with comments reminding us to keep the places in sync.
Do agree that a standard SIMD type is rather pointless, if not immediately, then in like 5 years. (and, seemingly, both Rust and C++ are like over 10 years behind on SIMD, so they're already out-of-date)
Maybe somewhat useful if you just want the simple ~8x speedup, and not squeeze out the last 1.4x or whatever, but autovectorization should be capable of covering a significant amount of such.
One big family not covered there, is sparse data-strictures and related algorithms. I’ve only started integrating scatter/gather in AVX-512 and SVE, and on synthetic benchmarks both look promising: https://github.com/ashvardanian/less_slow.cpp/releases/tag/v...
Those should probably unlock a much wider set of applications for SIMD, but designing libraries for those may benefit from yet another project structure.
> Rust feels like a Python developer’s idea of a high-performance computing language. It’s a great language for many kinds of applications — just not when you need to squeeze out every bit of performance from advanced hardware.
And went on to say that Rust in particular is problematic for:
> byte-level processing
It's particularly odd for you to say this given that the memchr Rust crate is just as fast as stringzilla for substring search. And is generally faster in cases where the needle is invariant, because stringzilla doesn't have APIs for amortizing searcher construction.
We've had a discussion about this before where I provided receipts[1] and we have not had a meeting of the minds on this point. The thing I'm trying to achieve here is to point out that your claims are contested and there is evidence that you're wrong. And so I'd caution readers to also in turn question your higher level claims about Rust being a "Python developer's idea of a high-performance computing language."
[1]: https://old.reddit.com/r/rust/comments/1ayngf6/memchr_vs_str...
Unfortunately it doesn't get autovectorized without the unsafes, but theoretically it should be possible-ish for bounds checking to be autovectorized (most problematic aspect being that it might be hard to annoying-to-impossible to ensure that in the case of multiple panic/UB sources the proper one happens first).
I'd imagine in any non-trivial situation you'd want a custom layer of abstractions over whatever the language provides for all languages. For that a portable-simd thing is actually a rather good base, on which you could add custom arch-specific abstractions/ops as desired.
Not sure what's problematic with mixed-precision (I know SVE is rather weird for mixed-width elements, but that's about it?), though I primarily don't care about float stuff generally. Also no clue what's problematic with byte-level stuff.
Indeed there are still a bunch of things that you want proper manual SIMD for (hell the SIMDful project I work on has an entire DSL for doing nice SIMD), but autovectorization still covers a good amount.
Counterexamples: Chromium's byte-level HTML scanning, several var-len bit packing codecs, and Gemma.cpp's matmul is mixed-precision (fp8->bf16->fp32->fp64). All written with the Highway general-purpose SIMD wrapper. Please revise your post or expand upon the structure/dispatch concern.
What language would you consider to have cutting-edge SIMD support?
I've dipped my toes into SIMD with Rust, [1] on stable with platform-specific intrinsics (SSE2, AVX2, NEON). I would have liked to use stable `std::simd`. I learned that (particularly on AVX2) getting things into the right lanes efficiently is a pain. I would have liked to just use `simd_swizzle!` for that part, and mix that with intrinsics calls. My approach of writing a small C++ or unstable Rust program that does the swizzling and then copying the intrinsics operations it chose into my program's "source" code worked, but I prefer to not have a manual copy'n'paste step between compilation and assembly.
If there's something much better out there in another language, well, I'd be very interested to see it.
[1] I wrote this: https://github.com/infiniteathlete/pixelfmt/blob/main/docs/s...
The thing I use for my projects is Singeli[1], a DSL specifically made for SIMD stuff (though it's capable of generally sanely doing abstractions over types/operations/loops; it's just a fancy code generator). Obligatory disclaimer that I'm one of the two people working on its design. It's far from a nice experience starting from nothing, but it's pretty nice for what I do.
CBQN's the main place it's used, can click around its source: https://github.com/dzaima/CBQN/tree/develop/src/singeli/src
Its goal isn't necessarily to unify architectures, but rather make it as easy as possible to make abstractions that do; as such its built-in includes for x86 don't have arbitrary shuffling, but do provide a sane interface over the cases that are supported in a single instruction (not including constant creation/loading), and those can run on NEON unchanged (assuming they're ran on 128-bit vectors, of course, as NEON doesn't support larger ones); and, with Singeli just generating C/C++ currently, you can just map in __builtin_shufflevector if desired. e.g. here's your AVX2 `pre`:
include 'skin/c' # defines infix a+b & a*b etc to run __add/__mul/... (yes, those aren't here by default, and you can define custom infix/prefix ops)
include 'arch/c' # defines __add & __mul to do C ops
include 'arch/iintrinsic/basic' # not necessary for a shuffle, but provides basic x86 arith ops
include 'arch/iintrinsic/select' # x86 shuffles; there's similar 'arch/neon_intrin/basic' & 'arch/neon_intrin/select' for NEON
fn pre(inp: [32]i8, out: *[32]i8) : void = {
store{out, 0, vec_shuffle{16, inp, merge{ # 16 specifies to repeat per 16-elt lane
range{8}*2+1, # lower half: 8 Y components; compile-time index calculations
range{4}*4, range{4}*4+2 # upper half: (4 * U), (4 * V).
}}}
}
As a more fancy thing, I've got this working (via bodging together the definitions in CBQN with some sugar to make this pretty; not including all that boilerplate here), compilable to SSE2/AVX2/NEON producing a 4x unrolled core loop, plus tail handling (via reading past the end and doing a load-blend-store if necessary because that's what CBQN's fine with; could easily define a fancy_loop such that it does a scalar tail though). (also can be compiled to RVV via currently-unpublished mappings; no need to unroll for RVV; can choose to do either a stripmined loop or one with a separate tail): fn sigmoid{E}(r:*E, x:*E, n:ux) : void = {
def V = arch_preferred_vector{E}
@fancy_loop{V,4}(r in tup{'dst',r}, x, M in 'mask' over n) {
# this loop body is generated 3 times for x86 & ARM - with x being a 4-elt tuple (core unrolled loop); a 1-elt tuple and no masking; a 1-elt tuple and masking
if (any_hom{M, ...(x!=x)}) {
emit{void, 'abort'}
}
r{x / __sqrt{1 + x*x}}
}
# were it not for a bug in tuple loop var mutation in Singeli having undesired pervasion, this would be possible:
# @fancy_loop{V,4}(r, x, M in 'mask' over n) {
# if (...) ...
# r = x / __sqrt{1 + x*x}
# }
}
export{'sigmoid', sigmoid{f32}}
(e.g. generated C for AVX2: https://godbolt.org/z/KTeGsazKP)(I'm not actually particularly expecting interest in Singeli; I just like writing stuff :) )
For example, shift overflows are masked on x86, zero-filled on ARM, and undefined in C/C++. In SIMD-land, none of this is hidden and so you design your code to leverage the reality that those instructions behave differently, whereas in C/C++ only the behavior they have in common is “defined”.
The vector ISAs are sufficiently different from each other (and normal CPUs) that it is like trying to build a compiler that can automagically produce optimized code for both CPUs and GPUs from the same source tree. I am not optimistic that this will happen anytime soon. AVX-512 essentially started life as a GPU ISA, which probably explains the interesting fact that a modern x86 CPU core has more AVX-512 registers than x86 registers.
It's the exact opposite for me: I use concurrent data structures more often in Rust than I do in C++ because I don't have to worry about dumb data race bugs. If one of my Bevy systems is slow, I slap par_iter() on the query and if it compiles it probably works, or at least fails for a not-stupid reason.
The same goes with Arc - if you're using it a lot there's a good chance that code with a lot of Arcs is slower than equivalent GC-ed code.
* Safety over everything else
* Very good single threaded performance
* Javascript-like syntax and a Javascript-like package manager
I have been working on some software in Rust recently that needs bit and byte manipulation, and we have "unsafe" everywhere and hugely complicated spaghetti compared to the equivalent code in C.
I'm curious what makes this so different from my experience. I rarely ever have to write "unsafe", and I'm writing quite low-level engine code that certainly uses bit manipulation. In fact, crates like bitflags and fixedbitset make it so easy that I tend to get dinged in code reviews for using bit flags when structs of booleans would be simpler :)
Perhaps your usecase is similar enough to eg JavaScript engines? Because that's a usecase that browser writers would at least have in mind?
I think this is not serious criticism. The "javascript-like package manager" reference actually refers to fixing a major problem with the developer experience playing legacy programming languages such as C or C++. Java has those, .NET has those, every single mainstream programming language has those. Except C or C++.
Rust might be riddled with "the emperor has no clothes" aspects, but having a package manager is not it.
Cargo is, however, a similarity with JS. On the whole a good one. Also, cargo works much more like npm than maven, for example.
Note that Highway mentioned in the post does take care of this, which is no easy feat but also a proof that it is doable.
I might be wrong, but I think it sounds more like Rust doesn't move as far away from the C or C++ way of doing things as you want it to. At the very least, Rust is no worse than C or C++ at any of the things you mentioned.
I'd say the language complexity (and it keeps piling more things) means it's pretty far from Python's ideas.
Julia is closer.
Also there's progress on making safe intrinsics safe: https://github.com/rust-lang/stdarch/pull/1714
- Floating point primitives. Like this lib. Basically, copied `core::simd`'s API. Will delete this part once core::simd is stable. `f32x8`, `f64x4` types etc, with standard operator overloads, and utility methods like `splat`, `to_array` etc.
- Vec and Quaternion analogs. Same idea, similar API. Vec3x8, Quaternionx8 etc.
- Code to convert slices of floating point values, or non-SIMD vectors and quaternions to SIMD ones, including (partial) handling of accessing valid lanes in the last chunk.
I've incorporated these `x8` types into a WIP molecular dynamics application; relatively painless after setting up the infra. Would love to try `Vec3x16` etc, but 512-bit types aren't stable yet. But from Github activity on Rust, it sounds like this is right around the corner!Of note, as others pointed out in the thread here I mentioned, the other vector etc libs are using the AoS approach, where a single f32x4 value etc is used to represent a Vec3 etc. While with this SoA approach, a `Vec3x8` is for performing operations on 8 Vec3s at once.
The article had interesting and surprising points on AVX-512 (Needed for f32x16, Vec3x16 etc). Not sure of the implications of exposing this in a public library is, i.e. might be a trap if the user isn't on one of the AMD Zen CPUs mentioned.
From a few examples, I seem to get 2-4x speedup from using the x8 intrinsics, over scalar (non-SIMD) operations.
A portable SIMD feature should encurage portable SIMD and not a specific vector register size.
I need to think through the consequences. It might involve feature gates, and/or an enum. So, for example, instead of:
pub struct f32x8(__m256);
It might be this internally, with some method to auto-choose variant based on system capability?: pub enum f32_simd {
X8(__m256),
X16(__m512),
}
etc. Thoughts?Writing an application in terms of a specific lane count loses performance portability - either it's too many, or too few, for the particular CPU. And it also enables/encourages antipatterns like putting RGB in Vec4.
I’m on an M-series MacBook now but still want to target x86 as well, and without portable SIMD that would’ve been a headache.
If anyone’s curious, the project is here: https://github.com/IgorSusmelj/rustynum. It's just a learning exercise for learning Rust, but I’m having a lot of fun with it.
Hmm… now that I actually experiment with it, I can't get it to return `true` on hardware that does support it, unless I also compile with -Ctarget-feature=+v. And if I do, then the binary crashes with SIGILL before getting to that point on hardware without rvv.
So if it's always equal to cfg!(target_feature="v"), then what does that even mean?
I have created https://github.com/rust-lang/rust/issues/139139
Presumably your OS could trap attempts to read the CSR and allow it, but if not then it's a fatal error and your program shits the bed, otherwise you rely on some OS-specific way of getting that info at runtime.