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[Question] windows([1,k,k]) vs. windows([k,k]) performance gap

Aperta
#856 1 commento 0 reazioni 0 assegnatari Vedi su GitHub

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Valutazione

Difficoltà
4/5
Tempo stimato
3-5 giorni
Idoneità per principianti
35/100
Tipo di issue
Bug
Chiarezza
Abbastanza chiara
Stato di attività
Ferma
Stack tecnologico
rust
Ambito
performance

Direzione di ricerca

Start with the windows() call and the two Rust code paths shown in the issue. Build the promised minimal benchmark for [1, k, k] versus [k, k] in release mode, ensuring the compiler cannot optimize away the work. Compare the iterator, into_owned, into_shape, and row assignment costs; done means identifying the source of the gap and either fixing it or documenting the cause.

Scritto dal modello di indicizzazione a partire dal testo della issue.

Descrizione

For my convolution preprocessing I'm using the windows() method.
Lately I've been doing some refactoring to get my api closer the the one from pytorch.
While doing so I had to change my mnist training image-ndarray from [60_000, 28,28] to [60_000, 1, 28, 28].
Therefore I had to use the windows of the shape [1, k, k] instead of [k, k]. (We iterate over the 60k examples)
My runtime on a test-set increased by roughly 20% from 3.3s to 4s.
Another example (cifar10) had been using the 3d part before and was unaffected by the refactoring,
so I suspect the windows() method to cause the difference.

I am using Rust 1.48 in release-mode and ndarray 13.1.
I will later create and add a mwe repository later, I still have to figure out a benchmark which isn't optimized away by the compiler.
However, here is already the relevant code:

        if input.ndim() == 2 {
            // this path was used for mnist before refactoring
            let x_2d: Array2<f32> = input.into_dimensionality::<Ix2>().unwrap();
            let windows = x_2d.windows([k, k]);
            for window in windows {
                let unrolled: Array1<f32> = window
                    .into_owned()
                    .into_shape(k * k * filter_depth)
                    .unwrap();
                xx.row_mut(row_num).assign(&unrolled);
                row_num += 1;
            }
        } else {
            // this path is used after refactoring, filter_depth == 1 in this case.
            let x_3d: Array3<f32> = input.into_dimensionality::<Ix3>().unwrap();
            if forward {
                let windows = x_3d.windows([filter_depth, k, k]);
                for window in windows {
                    let unrolled: Array1<f32> = window
                        .into_owned()
                        .into_shape(k * k * filter_depth)
                        .unwrap();
                    xx.row_mut(row_num).assign(&unrolled);
                    row_num += 1;
                }
      }

Given that the first dim of the window and the first dim of the input are both equal and one, I would expect the performance to stay almost equal, since we iterate over the same amount of elements. I guess that having an extra (zero) dimension shouldn't impact the iterator performance so much, since we at the most have a single extra layer of indirection?
I'm generally assuming that the performance of into_shape stays the same, since the elements should have the same memory layout (except maybe of an additional layer of indirection for the 3d case).

In my own use case I could probably reshape each (1,28,28) array to (28,28) and add the extra dimension back somewhere down the line. However, it might (or might not) be interesting to others, so if you are interested @xd009642 @bluss I could try to fix that.
Checking each input in windows() for such a case, downshaping the array if needed, and add an extra dimension back to each iterator-step output would probably be inefficient, since it would require a reshape+unwrap call for each single window.
So I guess the right way would be to find out which ndarray part takes longer and fix the issue there.
What are you expecting as a reason, is creating a higher-dim arrayview so complex that it takes 20% longer?
Or should I start by looking somewhere else?

Lingua principale
Rust
Stelle
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Fork
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