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I don't know who the target audience is supposed to be, but who would be the type of person who tries to implement performance critical numerical codes but doesn't know the implications of Taylor expanding the sine function?


People who found that sin is the performance bottleneck in their code and are trying to find way to speed it up.

One of the big problems with floating-point code in general is that users are largely ignorant of floating-point issues. Even something as basic as "0.1 + 0.2 != 0.3" shouldn't be that surprising to a programmer if you spend about five minutes explaining it, but the evidence is clear that it is a shocking surprise to a very large fraction of programmers. And that's the most basic floating-point issue, the one you're virtually guaranteed to stumble across if you do anything with floating-point; there's so many more issues that you're not going to think about until you uncover them for the first time (e.g., different hardware gives different results).


Thanks to a lot of effort by countless legions of people, we're largely past the years when it was common for different hardware to give different results. It's pretty much just contraction, FTZ/DAZ, funsafe/ffast-math, and NaN propagation. Anyone interested in practical reproducibility really only has to consider the first two among the basic parts of the language, and they're relatively straightforward to manage.


Divergent math library implementations is the other main category, and for many practical cases, you might have to worry about parallelization factor changing things. For completeness' sake, I might as well add in approximate functions, but if you using an approximate inverse square root instruction, well, you should probably expect that to be differ on different hardware.

On the plus side, x87 excess precision is largely a thing of the past, and we've seen some major pushes towards getting rid of FTZ/DAZ (I think we're at the point where even the offload architectures are mandating denormal support?). Assuming Intel figures out how to fully get rid of denormal penalties on its hardware, we're probably a decade or so out from making -ffast-math no longer imply denormal flushing, yay. (Also, we're seeing a lot of progress on high-speed implementations of correctly-rounded libm functions, so I also expect to see standard libraries require correctly-rounded implementations as well).


The definition I use for determinism is "same inputs and same order = same results", down to the compiler level. All modern compilers on all modern platforms that I've tested take steps to ensure that for everything except transcendental and special functions (where it'd be an unreasonable guarantee).

I'm somewhat less interested in correctness of the results, so long as they're consistent. rlibm and related are definitely neat, but I'm not optimistic they'll become mainstream.


There are lots of cases where you can get away with moderate accuracy. Rotating a lot of batched sprites would be one of them; could easily get away with a mediocre Taylor series approximation, even though it's leaving free accuracy on the table compared to minimax.

But not having _range reduction_ is a bigger problem, I can't see many uses for a sin() approximation that's only good for half wave. And as others have said, if you need range reduction for the approximation to work in its intended use case, that needs to be included in the benchmark because you're going to be paying that cost relative to `std::sin()`.


> tries to implement performance critical numerical codes but doesn't know the implications of Taylor expanding the sine function?

That would be me, I’m afraid. I know little about Taylor series, but I’m pretty sure it’s less than ideal for the use case.

Here’s a better way to implement faster trigonometry functions in C++ https://github.com/Const-me/AvxMath/blob/master/AvxMath/AvxM... That particular source file implements that for 4-wide FP64 AVX vectors.




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