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0009-math-modes.md

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Math Modes

Introduction

Shaders frequently need fine-grained control over the way the compiler optimizes (or doesn't) math optimizations. To enhance developer control in a more robust way than the existing precice qualifier, HLSL should gain a higher level concept of math modes.

Motivation

The precise qualifier is particularly gnarly to implement and is wrought with bugs that are inscrutable to developers. The source of the implementation challenges come from the fact that the precise attribute is applied to a declaration, but does not impact the uses of the declaration. Instead it impacts reverse-propagates and applies to all of the math expressions that are used to compute the declared variable.

The goal of this proposal is to create a new language feature which allows shader authors the control they need to replace precise, without the tooling complexity.

Proposed solution

First and foremost, since the goal is to replace the precise qualifier, this proposal should deprecate precise in the language. Allowing the new feature and precise to exist together for a single language version will ease adoption, however precise will be removed in the future.

Math Modes

The core of this proposal is to introduce new math modes strict and fast. The strict math mode prohibits optimizations which may impact the precision of results. This prevents optimizations like fusing multiply and add instructions. The fast math mode prioritizes speed over precision guarantees. This does not mean that fast math is less precise. In some cases optimal fused operations are faster, but the results are less consistent across hardware architectures.

As a simplified view, strict can be viewed as "execute the math as written in source", while fast is "let the optimizer do its thing".

The new math modes are exposed through a variety of mechanisms described below.

Attributes

The new hlsl::math_mode() attribute can be set to either strict, fast, or default. The default math mode is fast, however this can be changed with the compiler flag:math-mode=precise|fast.

The math attribute can be applied to functions or expressions, but it does not propagate in the way that the precise keyword did.

For example:

  [hlsl::math_mode(strict)]
  float fma(float x, float y, float z) {
    return x * y + z;
  }

  float fma2(float x, float y, float z) {
    return [hlsl::math_mode(strict)] x * y + z; 
  }

In both of the above functions optimization to an FMA instruction is prevented.

Namespaces

New math namespaces are also added which provide simplified access to math operations with the expected performance characteristics.

For example:

  float f = hlsl::strict::fma(1.0, 2.0, 3.0); // strict mode math
  float f = hlsl::fast::fma(1.0, 2.0, 3.0);   // fast mode math
  float f = hlsl::fma(1.0, 2.0, 3.0);         // default mode math