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perf(brute_force): add scatter-gather path and fix filtered-search dispatch thresholds #2321
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233d5b5
perf(brute_force): add scatter-gather path and fix the filtered-searc…
maxwbuckley 20c5d52
perf(brute_force): simplify dispatch thresholds to round, hardware-to…
maxwbuckley d4bf0d0
perf(brute_force): drop benchmark commentary from the dispatch comments
maxwbuckley 48da83b
perf(brute_force): stop inventing a passing-row count for bitmap filters
maxwbuckley dd62cb6
style: update SPDX copyright headers to 2026 NVIDIA CORPORATION & AFF…
maxwbuckley 0564963
Merge branch 'main' into perf/brute-force-filtered-dispatch-thresholds
cjnolet 0007c24
perf(brute_force): use raft mdarray for the gather-path scratch buffers
maxwbuckley a14e08e
perf(brute_force): lower the SDDMM passing-row bound to 2000
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Why return sddmm here? Gather could still be better according to the figure in your PR
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Good catch — you're right, and by more than I'd assumed. I measured real (library) gather vs SDDMM head-to-head in the sub-10k-passing-rows corner (RTX 5090, fp16, L2, k=64, N=1M, confirmed against N=3M):
(gather values are upper bounds — measured at n_pass≥12k, extended down by monotonicity — so the true crossover is even lower.)
The reason the original 10k looked right: it was calibrated against the standalone
bench_bf_middle_pathproxy, which rebuilds the index every rep and so overstates gather's cost by ~30–45% (~0.3 ms). The realbrute_force_search_gatheredreuses the gathered norms and skips that rebuild. Against the real path the SDDMM/gather crossover is ~2–3k rows, not 10k.Fixed in a14e08e:
kSddmmMaxPassingRows10000 → 2000, so the 2k–10k band now routes to gather. Kept it flat/round (the crossover is only mildly dim-dependent, ~1.7k–3k across an 8× dim range) rather than fitting a dim curve.One thing this raises that I did not chase here: the SDDMM/dense thresholds may have been calibrated against the same proxy, so they could lean the same way. Happy to re-derive those against the real paths as a follow-up if you'd like.