fpng-java
DirectXMath
fpng-java | DirectXMath | |
---|---|---|
1 | 16 | |
2 | 1,637 | |
- | 1.5% | |
7.8 | 7.9 | |
7 months ago | 14 days ago | |
C++ | C++ | |
GNU Affero General Public License v3.0 | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
fpng-java
-
CPNG, a backwards compatible fork of PNG
Someone made this: https://github.com/manticore-projects/fpng-java
Replacing zlib might give you a few percentage points' worth of difference, whilst fpnge would likely be several times faster.
DirectXMath
- C Is Not Suited to SIMD
-
A 94x speed improvement demonstrated using handwritten assembly
> it simply works better this way
That is simply not true.
> clang messing up x86 intrinsics code
The code is correct, and on some processors runs slightly faster than the original. Clang is the only compiler which does anything like that. And the example is irrelevant to ffmpeg because it operates on FP64 numbers, video codecs mostly do integer math.
> they're so hard to read that the asm is actually more maintainable
That’s subjective, I’m using SIMD intrinsics for years and I find them way better than assembly.
Another thing, you can treat C as a high-level language as opposed to portable assembler. If you define structures, functions and classes in C++ which use these SIMD vectors, readability of intrinsics becomes way better than assembly. Here’s a good example of a library designed that way: https://github.com/microsoft/DirectXMath
-
Vector math library benchmarks (C++)
For those unfamiliar, like I was, DXM is DirectXMath.
-
Learning DirectX 12 in 2023
Alongside MiniEngine, you’ll want to look into the DirectX Toolkit. This is a set of utilities by Microsoft that simplify graphics and game development. It contains libraries like DirectXMesh for parsing and optimizing meshes for DX12, or DirectXMath which handles 3D math operations like the OpenGL library glm. It also has utilities for gamepad input or sprite fonts. You can see a list of the headers here to get an idea of the features. You’ll definitely want to include this in your project if you don’t want to think about a lot of these solved problems (and don’t have to worry about cross-platform support).
-
Optimizing compilers reload vector constants needlessly
Bad news. For SIMD there are not cross-platform intrinsics. Intel intrinsics map directly to SSE/AVX instructions and ARM intrinsics map directly to NEON instructions.
For cross-platform, your best bet is probably https://github.com/VcDevel/std-simd
There's https://eigen.tuxfamily.org/index.php?title=Main_Page But, it's tremendously complicated for anything other than large-scale linear algebra.
And, there's https://github.com/microsoft/DirectXMath But, it has obvious biases :P
-
MATHRIL - Custom math library for game programming
I am not in gamedev, but work with 3D graphics, we use DirectX 11, so DirectXMath was a natural choice, it is header only, it supports SIMD instructions (SSE, AVX, NEON etc.), it can even be used on Linux (has no dependence on Windows). It of course just one choice: https://github.com/Microsoft/DirectXMath.
- When i had to look up what a Quaternion is
-
Eigen: A C++ template library for linear algebra
I never really used GLM, but Eigen was substantially slower than DirectXMath https://github.com/microsoft/DirectXMath for these things. Despite the name, 99% of that library is OS agnostic, only a few small pieces (like projection matrix formula) are specific to Direct3D. When enabled with corresponding macros, inline functions from that library normally compile into pretty efficient manually vectorized SSE, AVX or NEON code.
The only major issue, DirectXMath doesn’t support FP64 precision.
-
maths - templated c++ linear algebra library with vector swizzling, intersection tests and useful functions for games and graphics dev... includes live webgl/wasm demo ?
If you’re the author, consider comparisons with the industry standards, glm and DirectXMath, which both ensure easy interoperability with the two graphics APIs.
-
Algorithms for division: Using Newton's method
Good article, but note that if the hardware supports the division instruction, will be much faster than the described workarounds.
Personally, I recently did what’s written in 2 cases: FP32 division on ARMv7, and FP64 division on GPUs who don’t support that instruction.
For ARM CPUs, not only they have FRECPE, they also have FRECPS for the iteration step. An example there: https://github.com/microsoft/DirectXMath/blob/jan2021/Inc/Di...
For GPUs, Microsoft classified FP64 division as “extended double shader instruction” and the support is optional. However, GPUs are guaranteed to support FP32 division. The result of FP32 division provides an awesome starting point for Newton-Raphson refinement in FP64 precision.
What are some alternatives?
MIPP - Portable wrapper for SIMD and vector instructions written in C++11. Compatible with NEON, SSE, AVX, AVX-512 and SVE (length specific).
GLM - OpenGL Mathematics (GLM)
Simd - C++ image processing and machine learning library with using of SIMD: SSE, AVX, AVX-512, AMX for x86/x64, NEON for ARM.
highway - Performance-portable, length-agnostic SIMD with runtime dispatch
std-simd - std::experimental::simd for GCC [ISO/IEC TS 19570:2018]
libjxl - JPEG XL image format reference implementation