De Casteljau subdivision of cubic Bézier curves in 17 instructions using Rust’s SIMD. Not bad!pic.twitter.com/DuXvelPcIt
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De Casteljau subdivision of cubic Bézier curves in 17 instructions using Rust’s SIMD. Not bad!pic.twitter.com/DuXvelPcIt
Why not just write the assembly? It's much easier to read.
Simdeez can autogenerate sequential fallbacks for you, as well as polyfill instructions on lower versions of SSE. It’ll also get ARM support at some point. (I’m not using that feature yet, but I’ll typedef Sse41 behind a Cargo flag at some point.)
Also, being able to write naive code for shuffles and have the compiler automatically look up the appropriate one of the dozen x86 shuffle intrinsics to use is nice.
Oh, no question. My complaint isn't that this is too high-level, it's that it isn't high-level enough. add_ps, etc seem weirdly tied to SSE, lerp seems like it should be it's own thing, needing to manually splat t is annoying.
@raphlinus has some cool higher level stuff iirc
There's a bunch of work in higher level SSE in rust, but it may not all be mature enough for Patrick's use cases (?)
Yeah, my kurbo library is designed precisely for high level curve manipulation. It *currently* has no SIMD in it, but if pcwalton is throwing down a performance challenge here, I have no choice but to accept.
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