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Here are some of the problems with fast-math: * It links in an object file that enables denormal flushing globally, so that it affects all libraries linked int
by jcranmer 3y ago
Here are some of the problems with fast-math:
* It links in an object file that enables denormal flushing globally, so that it affects all libraries linked into your application, even if said library explicitly doesn't want fast-math. This is seriously one of the most user-hostile things a compiler can do.
* The results of your program will vary depending on the exact make of your compiler and other random attributes of your compile environment, which can wreak havoc if you have code that absolutely wants bit-identical results. This doesn't matter for everybody, but there are some domains where this can be a non-starter (e.g., multiplayer game code).
* Fast-math precludes you from being able to use NaN or infinities, and often even being able to defensively test for NaN or infinity. Sure, there are times where this is useful, but an option you might generally prefer to suggest for an uninformed programmer would rather be a "floating-point code can't overflow" option rather than "infinity doesn't exist and it's UB if it does exist".
* Fast-math can cause hard range guarantees to fail. Maybe you've got code that you can prove that, even with rounding error, the result will still be >= 0. With fast-math, the code might be adjusted so that the result is instead, say, -1e-10. And if you pass that to a function with a hard domain error at 0 (like sqrt), you now go from the result being 0 to the result being NaN. And see above about what happens when you get NaN.
Fast-math is a tradeoff, and if you're willing to except the tradeoff it offers, it's a fine option to use. But most programmers don't even know what the tradeoffs are, and the failure mode can be absolutely catastrophic. It's definitely an option that is in the "you must be this knowledgeable to use" camp.
- dahart 3y agoThank you, great points. I’d have to agree that disabling denorms globally is pretty bad, even if (or maybe especially if) caring about denorms is rare. > Fast-math can cause hard range guarantees to fail. Maybe you’ve got code that you can prove that, even with rounding error, the result will still be >= 0. Floats do this too, it’s pretty routine to bump into epsilon out-of-range issues without fast-math. Most people don’t prove things about their rounding error, and if they do, it’s easy for them to account for 3 ULPs of fast-math error compared to 1/2 ULP for the more accurate operations. Like, nobody who knows what they’re doing will call sqrt() on a number that is fresh out of a multiplier and might be anywhere near zero without testing for zero explicitly, right? I’m sure someone has done it, but I’ve never seen it, and it ranks high on the list of bad ideas even if you steer completely clear of fast-math, no? I guess I just wanted to resist the unspecific parts of the FUD just a little bit. I like your list a lot because it’s specific. Fast-math does carry some additional risks for accuracy sensitive code, and clearly as you and others showed, can infect and impact your whole app, and it can sometimes lead to situations where things break that wouldn’t have happened otherwise. But I think in the grand scheme these situations are quite rare compared to how often people mess up regular floating point math. For a very wide swath of people doing casual arithmetic, fast-math is not likely to cause more problems than floats cause, but it’s fair to want to be careful and pay attention.
- PaulDavisThe1st 3y ago> I’d have to agree that disabling denorms globally is pretty bad, and yet, for audio processing, this is an option that most DAWs either implement silently, or offer users the choice, because denormals are inevitable in reverb tails and on most Intel processors they slow things by orders of magnitude.
- dahart 3y agoI would think for audio, there’s no audible difference between a denorm and a flushed zero. Are there cases where denorms are important to audio?
- PaulDavisThe1st 3y agoThey are important in the negative sense: Intel processors are appalling at handling them, and they can break realtime code because of this. My DAW uses both "denormals are zero" and "flush denormals to zero" to try to avoid them; it also offers a "DC Bias" option where extremely small values are added to samples to avoid denormals.
- mabster 3y agoFor game development we had them off as well because of performance issues. Most stuff calculates around 0 so it was pretty common to trigger denorms. The slowing down on Intel platforms has always frustrated me because denorms provide nice smoothing around 0. At the same time it was nice only having to consider normal floating point when trying to get more accuracy out of calculations, etc.
- fl0ki 3y ago> The results of your program will vary depending on the exact make of your compiler and other random attributes of your compile environment, which can wreak havoc if you have code that absolutely wants bit-identical results. This doesn't matter for everybody, but there are some domains where this can be a non-starter (e.g., multiplayer game code). This already shouldn't be assumed, because even the same code, compiler, and flags can produce different floating point results on different CPU targets. With the world increasingly split over x86_64 and aarch64, with more to come, it would be unwise to assume they produce the same exact numbers. Often this comes down to acceptable implementation defined behavior, e.g. temporarily using an 80-bit floating register despite the result being coerced to 64 bits, or using an FMA instruction that loses less precision than separate multiply and add instructions. Portable results should come from integers (even if used to simulate rationals and fixed point), not floats. I understand that's not easy with multiplayer games, but doing so with floats is simply impossible because of what is left as implementation-defined in our language standards.
- AshamedCaptain 3y ago> Often this comes down to acceptable implementation defined behavior, I believe this is "always" rather than often when it comes to the actual operations defined by the FP standard. gcc does play it fast and loose (as -ffast-math is not yet enabled by default, and FMA on the other hand is), but this is technically illegal and at least can be easily configured to be in standards-compliant mode. I think the bigger problem comes from what is _not_ documented by the standard. E.g. transcendental functions. A program calling plain old sqrt(x) can find itself behaving differently _even between different stepping of the same core_, not to mention that there are well-known differences between AMD vs Intel. This is all using the same binary.
- mabster 3y agoI'm surprised by this, regarding sqrt. The standard stipulates correct rounding for simple arithmetic, including sqrt ever since 754 1985. Unless of course we are talking about the 80 bit format. If that's not the case, would be interested to know where they differ. Unfortunately for the transcendental function the accuracy still hasn't been pinned down, especially since that's still an ongoing research problem. There's been some great strides in figuring out the worst cases for binary floating point up to doubles so hopefully an upcoming standard will stipulate 0.5 ULP for transcendentals. But decimal floating point still has a long way to go.