Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse
Code Project
  1. Home
  2. The Lounge
  3. Who says you can't beat the compiler? [part 1 of 2]

Who says you can't beat the compiler? [part 1 of 2]

Scheduled Pinned Locked Moved The Lounge
csharpcomalgorithmsdata-structuresperformance
42 Posts 20 Posters 3 Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • L Lost User

    Surely we can do better than this. As it turns out, we can! I wrote a little class that uses VirtualAlloc (to get executable+writable memory) and a quickly hacked-together assembler so we can do this:

            Asm asm = new Asm(@"
            loop:
                test    edx,    edx
                jz      end
                movaps  xmm0,   \[rcx\]
            movaps	xmm2,   xmm0
            mulps	xmm0,   xmm0
            movaps	xmm1,   xmm0
            shufps	xmm0,   xmm0,   ( 2, 1, 0, 3 )
            addps	xmm1,   xmm0
            movaps	xmm0,   xmm1
            shufps	xmm1,   xmm1,   ( 1, 0, 3, 2 )
            addps	xmm0,   xmm1
            rsqrtps	xmm0,   xmm0
            mulps	xmm0,   xmm2
                movaps  \[rcx\],  xmm0
                add     edx,    -1
                add     rcx,    16
                jmp loop
            end:
                ret
            ");
    

    And to benchmark it, I used:

            Float3\[\] f = new Float3\[0x1000\];
            // we don't want to measure JIT overhead later
            Normalize(f);
            unsafe { asm.GetDelegate<Method>()((Float3\*)0, 0); }
    
            for (int j = 0; j < 10; j++)
            {
                for (int i = 0; i < f.Length; i++)
                    f\[i\] = new Float3(1, 2, 3);
    
                Stopwatch s2 = Stopwatch.StartNew();
                Normalize(f);
                s2.Stop();
                Console.WriteLine("C#: " + s2.ElapsedTicks);
    
                for (int i = 0; i < f.Length; i++)
                    f\[i\] = new Float3(1, 2, 3);
    
                Method m = asm.GetDelegate<Method>();
                Stopwatch s = Stopwatch.StartNew();
                unsafe
                {
                    fixed (Float3\* fptr = f)
                    {
                        m(fptr, f.Length);
                    }
                }
                s.Stop();
                Console.WriteLine("ASM: " + s.ElapsedTicks);
            }
    

    Finally it's time for the results! Did we beat the compiler? YES! Here's the result of one run:

    C#: 624168
    ASM: 127836 // anyone? what happened here?
    C#: 615807
    ASM: 66465
    C#: 615780
    ASM: 66294
    C#: 615726
    ASM: 66276
    C#: 615717
    ASM: 66285
    C#: 615744
    ASM: 66285
    C#: 615726
    ASM: 66276
    C#: 617112
    ASM: 66285
    C#: 615726
    ASM: 66285
    C#: 615735
    ASM: 66285

    So there you have it, you can beat the compiler. The .NET JIT compiler at least :) Some small notes: - using

    L Offline
    L Offline
    Lost User
    wrote on last edited by
    #20

    harold aptroot wrote:

    ASM: 127836 // anyone? what happened here?

    Instructions written into memory generated by VirtualAlloc will most likely cause a L1/L2 cache miss. The extra clock cycles were probably spent utilizing the TLB to find the physical memory offset. You can try using the prefetchnta instruction to move the memory into L1 if you want to avoid the initial cache miss. Keep in mind that prefetchnta is only a hint and will sometimes be ignored under certain conditions. Best Wishes, -David Delaune

    L 1 Reply Last reply
    0
    • L Lost User

      Actually I do, too. Otherwise newbies might try what I did here:

      static void Normalize(Float3[] array)
      {
      for (int i = 0; i < array.Length; i++)
      {
      Float3 f = array[i];
      float invLen = (float)(1.0 / Math.Sqrt(f.x * f.x + f.y * f.y + f.z * f.z));
      array[i] = new Float3(f.x * invLen, f.y * invLen, f.z * invLen);
      }
      }

      Ok not here yet, but the part with the assembly and all. This is the 'unoptimized' C# code. It's not meant to be pretty, and actually has a low level optimization already - 3 multiplications and a division is faster than 3 divisions. Using 3 divisions would pain me too much to even consider.. The Just In Time compiler didn't even do such a bad job here, the Math.Sqrt gets nicely compiled to fsqrt (32bit mode) or sqrtsd (64bit mode), and not too much nonsense goes on around it either. It's a shame it has no clue how to fully use SSE though. This looks like a rather lame use of SSE to me: (x y and x are in rsp+40h,44h and 48h)

      movss xmm2,dword ptr [rsp+40h]
      movss xmm0,dword ptr [rsp+40h]
      mulss xmm2,xmm0
      movss xmm1,dword ptr [rsp+44h]
      movss xmm0,dword ptr [rsp+44h]
      mulss xmm1,xmm0
      addss xmm2,xmm1
      movss xmm1,dword ptr [rsp+48h]
      movss xmm0,dword ptr [rsp+48h]
      mulss xmm1,xmm0
      addss xmm2,xmm1
      cvtss2sd xmm0,xmm2
      sqrtsd xmm1,xmm0
      movsd xmm2,mmword ptr [00000160h]
      divsd xmm2,xmm1
      cvtsd2ss xmm0,xmm2
      movss xmm1,dword ptr [rsp+40h]
      mulss xmm1,xmm0
      movss xmm2,dword ptr [rsp+44h]
      mulss xmm2,xmm0
      movss xmm3,dword ptr [rsp+48h]
      mulss xmm3,xmm0

      (why is none of this coloured? I used lang="asm") This just makes me sad. We can see here how it puts the arguments to the Float3 ctor in xmm1:xmm3, which is correct according to the specs;[^], because the first argument will be a pointer to "where to new struct will be put" in rcx (code omitted, it's not very interesting anyway). This post is split because apparently there's a length limit..?

      D Offline
      D Offline
      Daniel Grunwald
      wrote on last edited by
      #21

      I haven't seen a compiler that can properly use SSE2 yet. Auto-vectorization often only works in trivial cases, in other cases packed instructions go unused. However, instead of dropping to assembler, you can to write C code using intrinsics - this way you only select the ASM instructions to use, and the compiler will pick the instruction ordering and register allocation for you. And unlike inline ASM code, intrinsics are portable between multiple C compilers and between x86 and x86-64. Also, your optimized code is not equivalent - it has a much lower floating point precision. RSQRTPS is (a lot) faster than SQRTPS, but has much less precision. You need to do an additional Newton-Raphson step to arrive somewhere close to normal float precision. Of course, the loss of precision may be acceptable in your case, but it's the reason compilers cannot do this optimization automatically. Moreover, the way your C# code is written, even the cvtss2sd/cvtsd2ss dance is mandatory for the compiler: you are dividing a double (1.0) by a double (Math.Sqrt result), so the compiler is not allowed to introduce additional rounding errors by rounding the intermediate result to float. You might have gotten more efficient code by writing

      float invLen = 1.0f / (float)Math.Sqrt(f.x * f.x + f.y * f.y + f.z * f.z);

      L 1 Reply Last reply
      0
      • L Lost User

        Surely we can do better than this. As it turns out, we can! I wrote a little class that uses VirtualAlloc (to get executable+writable memory) and a quickly hacked-together assembler so we can do this:

                Asm asm = new Asm(@"
                loop:
                    test    edx,    edx
                    jz      end
                    movaps  xmm0,   \[rcx\]
                movaps	xmm2,   xmm0
                mulps	xmm0,   xmm0
                movaps	xmm1,   xmm0
                shufps	xmm0,   xmm0,   ( 2, 1, 0, 3 )
                addps	xmm1,   xmm0
                movaps	xmm0,   xmm1
                shufps	xmm1,   xmm1,   ( 1, 0, 3, 2 )
                addps	xmm0,   xmm1
                rsqrtps	xmm0,   xmm0
                mulps	xmm0,   xmm2
                    movaps  \[rcx\],  xmm0
                    add     edx,    -1
                    add     rcx,    16
                    jmp loop
                end:
                    ret
                ");
        

        And to benchmark it, I used:

                Float3\[\] f = new Float3\[0x1000\];
                // we don't want to measure JIT overhead later
                Normalize(f);
                unsafe { asm.GetDelegate<Method>()((Float3\*)0, 0); }
        
                for (int j = 0; j < 10; j++)
                {
                    for (int i = 0; i < f.Length; i++)
                        f\[i\] = new Float3(1, 2, 3);
        
                    Stopwatch s2 = Stopwatch.StartNew();
                    Normalize(f);
                    s2.Stop();
                    Console.WriteLine("C#: " + s2.ElapsedTicks);
        
                    for (int i = 0; i < f.Length; i++)
                        f\[i\] = new Float3(1, 2, 3);
        
                    Method m = asm.GetDelegate<Method>();
                    Stopwatch s = Stopwatch.StartNew();
                    unsafe
                    {
                        fixed (Float3\* fptr = f)
                        {
                            m(fptr, f.Length);
                        }
                    }
                    s.Stop();
                    Console.WriteLine("ASM: " + s.ElapsedTicks);
                }
        

        Finally it's time for the results! Did we beat the compiler? YES! Here's the result of one run:

        C#: 624168
        ASM: 127836 // anyone? what happened here?
        C#: 615807
        ASM: 66465
        C#: 615780
        ASM: 66294
        C#: 615726
        ASM: 66276
        C#: 615717
        ASM: 66285
        C#: 615744
        ASM: 66285
        C#: 615726
        ASM: 66276
        C#: 617112
        ASM: 66285
        C#: 615726
        ASM: 66285
        C#: 615735
        ASM: 66285

        So there you have it, you can beat the compiler. The .NET JIT compiler at least :) Some small notes: - using

        G Offline
        G Offline
        Giorgi Dalakishvili
        wrote on last edited by
        #22

        Sorry about stupid question but where does the Asm class come from?

        Giorgi Dalakishvili #region signature My Articles Browsing xkcd in a windows 7 way[^] #endregion

        C L 2 Replies Last reply
        0
        • G Giorgi Dalakishvili

          Sorry about stupid question but where does the Asm class come from?

          Giorgi Dalakishvili #region signature My Articles Browsing xkcd in a windows 7 way[^] #endregion

          C Offline
          C Offline
          Cesar de Souza
          wrote on last edited by
          #23

          I am also interested in the answer :)

          http://crsouza.com

          1 Reply Last reply
          0
          • L leppie

            harold aptroot wrote:

            ASM: 127836 // anyone? what happened here?

            Did you call Marshal.Prelink after getting the function pointer?

            xacc.ide
            IronScheme - 1.0 RC 1 - out now!
            ((λ (x) `(,x ',x)) '(λ (x) `(,x ',x))) The Scheme Programming Language – Fourth Edition

            L Offline
            L Offline
            Lost User
            wrote on last edited by
            #24

            No, thanks, I'll keep that in mind :)

            1 Reply Last reply
            0
            • L Lost User

              Actually I do, too. Otherwise newbies might try what I did here:

              static void Normalize(Float3[] array)
              {
              for (int i = 0; i < array.Length; i++)
              {
              Float3 f = array[i];
              float invLen = (float)(1.0 / Math.Sqrt(f.x * f.x + f.y * f.y + f.z * f.z));
              array[i] = new Float3(f.x * invLen, f.y * invLen, f.z * invLen);
              }
              }

              Ok not here yet, but the part with the assembly and all. This is the 'unoptimized' C# code. It's not meant to be pretty, and actually has a low level optimization already - 3 multiplications and a division is faster than 3 divisions. Using 3 divisions would pain me too much to even consider.. The Just In Time compiler didn't even do such a bad job here, the Math.Sqrt gets nicely compiled to fsqrt (32bit mode) or sqrtsd (64bit mode), and not too much nonsense goes on around it either. It's a shame it has no clue how to fully use SSE though. This looks like a rather lame use of SSE to me: (x y and x are in rsp+40h,44h and 48h)

              movss xmm2,dword ptr [rsp+40h]
              movss xmm0,dword ptr [rsp+40h]
              mulss xmm2,xmm0
              movss xmm1,dword ptr [rsp+44h]
              movss xmm0,dword ptr [rsp+44h]
              mulss xmm1,xmm0
              addss xmm2,xmm1
              movss xmm1,dword ptr [rsp+48h]
              movss xmm0,dword ptr [rsp+48h]
              mulss xmm1,xmm0
              addss xmm2,xmm1
              cvtss2sd xmm0,xmm2
              sqrtsd xmm1,xmm0
              movsd xmm2,mmword ptr [00000160h]
              divsd xmm2,xmm1
              cvtsd2ss xmm0,xmm2
              movss xmm1,dword ptr [rsp+40h]
              mulss xmm1,xmm0
              movss xmm2,dword ptr [rsp+44h]
              mulss xmm2,xmm0
              movss xmm3,dword ptr [rsp+48h]
              mulss xmm3,xmm0

              (why is none of this coloured? I used lang="asm") This just makes me sad. We can see here how it puts the arguments to the Float3 ctor in xmm1:xmm3, which is correct according to the specs;[^], because the first argument will be a pointer to "where to new struct will be put" in rcx (code omitted, it's not very interesting anyway). This post is split because apparently there's a length limit..?

              C Offline
              C Offline
              Chris Trelawny Ross
              wrote on last edited by
              #25

              Umm ...

              harold aptroot wrote:

              The Just In Time compiler didn't even do such a bad job here...

              ... the Just in Time compiler takes as its input the IL code that is generated by the C# compiler or, in the case of the IL assembly language you hand crafted, the output of the IL assembler. So, actually, the JIT compiler hasn't done anything yet. :-\

              L 1 Reply Last reply
              0
              • G Giorgi Dalakishvili

                Sorry about stupid question but where does the Asm class come from?

                Giorgi Dalakishvili #region signature My Articles Browsing xkcd in a windows 7 way[^] #endregion

                L Offline
                L Offline
                Lost User
                wrote on last edited by
                #26

                I wrote it, the source is a bit long for here though since it includes a rudimentary assembler

                G 1 Reply Last reply
                0
                • M Mladen Jankovic

                  Yeah, but the real question is - can you beat Intel C++ compiler?

                  [Genetic Algorithm Library] [Wowd]

                  modified on Wednesday, September 8, 2010 2:26 AM

                  L Offline
                  L Offline
                  Lost User
                  wrote on last edited by
                  #27

                  I doubt it, it's pretty smart..

                  1 Reply Last reply
                  0
                  • C Chris Trelawny Ross

                    Umm ...

                    harold aptroot wrote:

                    The Just In Time compiler didn't even do such a bad job here...

                    ... the Just in Time compiler takes as its input the IL code that is generated by the C# compiler or, in the case of the IL assembly language you hand crafted, the output of the IL assembler. So, actually, the JIT compiler hasn't done anything yet. :-\

                    L Offline
                    L Offline
                    Lost User
                    wrote on last edited by
                    #28

                    I'm not sure I know what you mean, but I didn't write any MSIL, just native assembly

                    C 1 Reply Last reply
                    0
                    • L Lost User

                      I wrote it, the source is a bit long for here though since it includes a rudimentary assembler

                      G Offline
                      G Offline
                      Giorgi Dalakishvili
                      wrote on last edited by
                      #29

                      What about writing an article? It would be interesting to see how you inject it in your application.

                      Giorgi Dalakishvili #region signature My Articles Browsing xkcd in a windows 7 way[^] #endregion

                      E L 2 Replies Last reply
                      0
                      • D Daniel Grunwald

                        I haven't seen a compiler that can properly use SSE2 yet. Auto-vectorization often only works in trivial cases, in other cases packed instructions go unused. However, instead of dropping to assembler, you can to write C code using intrinsics - this way you only select the ASM instructions to use, and the compiler will pick the instruction ordering and register allocation for you. And unlike inline ASM code, intrinsics are portable between multiple C compilers and between x86 and x86-64. Also, your optimized code is not equivalent - it has a much lower floating point precision. RSQRTPS is (a lot) faster than SQRTPS, but has much less precision. You need to do an additional Newton-Raphson step to arrive somewhere close to normal float precision. Of course, the loss of precision may be acceptable in your case, but it's the reason compilers cannot do this optimization automatically. Moreover, the way your C# code is written, even the cvtss2sd/cvtsd2ss dance is mandatory for the compiler: you are dividing a double (1.0) by a double (Math.Sqrt result), so the compiler is not allowed to introduce additional rounding errors by rounding the intermediate result to float. You might have gotten more efficient code by writing

                        float invLen = 1.0f / (float)Math.Sqrt(f.x * f.x + f.y * f.y + f.z * f.z);

                        L Offline
                        L Offline
                        Lost User
                        wrote on last edited by
                        #30

                        Daniel Grunwald wrote:

                        Also, your optimized code is not equivalent - it has a much lower floating point precision.

                        I did make a note to that effect - the non-cheating version was still over 3 times as fast the C# version.

                        Daniel Grunwald wrote:

                        Moreover, the way your C# code is written, even the cvtss2sd/cvtsd2ss dance is mandatory for the compiler:

                        Fair enough. I made the change you suggested, and the result is:

                        movss xmm2,dword ptr [rsp+40h]
                        movss xmm0,dword ptr [rsp+40h]
                        mulss xmm2,xmm0
                        movss xmm1,dword ptr [rsp+44h]
                        movss xmm0,dword ptr [rsp+44h]
                        mulss xmm1,xmm0
                        addss xmm2,xmm1
                        movss xmm1,dword ptr [rsp+48h]
                        movss xmm0,dword ptr [rsp+48h]
                        mulss xmm1,xmm0
                        addss xmm2,xmm1
                        cvtss2sd xmm0,xmm2
                        sqrtsd xmm1,xmm0
                        cvtsd2ss xmm2,xmm1
                        movss xmm0,dword ptr [00000160h]
                        divss xmm0,xmm2
                        movss xmm1,dword ptr [rsp+40h]
                        mulss xmm1,xmm0
                        movss xmm2,dword ptr [rsp+44h]
                        mulss xmm2,xmm0
                        movss xmm3,dword ptr [rsp+48h]
                        mulss xmm3,xmm0

                        The sqrt is still done in high precision. It got a tiny bit faster because of the lower precision divss instead of divsd. What it does now looks particularly silly to me though..

                        D 1 Reply Last reply
                        0
                        • L Lost User

                          harold aptroot wrote:

                          ASM: 127836 // anyone? what happened here?

                          Instructions written into memory generated by VirtualAlloc will most likely cause a L1/L2 cache miss. The extra clock cycles were probably spent utilizing the TLB to find the physical memory offset. You can try using the prefetchnta instruction to move the memory into L1 if you want to avoid the initial cache miss. Keep in mind that prefetchnta is only a hint and will sometimes be ignored under certain conditions. Best Wishes, -David Delaune

                          L Offline
                          L Offline
                          Lost User
                          wrote on last edited by
                          #31

                          Thanks, I'll keep that in mind :)

                          1 Reply Last reply
                          0
                          • G Giorgi Dalakishvili

                            What about writing an article? It would be interesting to see how you inject it in your application.

                            Giorgi Dalakishvili #region signature My Articles Browsing xkcd in a windows 7 way[^] #endregion

                            E Offline
                            E Offline
                            ely_bob
                            wrote on last edited by
                            #32

                            This would be interesting to see, and there are not enough articles about working with the assembler. :thumbsup: if not I think a more detailed article based off of this thread would be in order (or a tip/trick) :)

                            I'd blame it on the Brain farts.. But let's be honest, it really is more like a Methane factory between my ears some days then it is anything else... -"The conversations he was having with himself were becoming ominous."-.. On the radio...

                            1 Reply Last reply
                            0
                            • G Giorgi Dalakishvili

                              What about writing an article? It would be interesting to see how you inject it in your application.

                              Giorgi Dalakishvili #region signature My Articles Browsing xkcd in a windows 7 way[^] #endregion

                              L Offline
                              L Offline
                              Lost User
                              wrote on last edited by
                              #33

                              Would this be enough for an article? And it also got some bad reactions.. Anyway, I assemble the code in the string into an array of bytes, then I VirtualAlloc a big enough piece of memory (with EXECUTE_READWRITE), then I copy the bytes to that memory, and then I use Marshal.GetDelegateForFunctionPointer. All of that including importing VirtualAlloc and VirtualFree and the enums that go with them is just 104 Lines of Code, but that's still a bit long to just post here..

                              C 1 Reply Last reply
                              0
                              • L Lost User

                                Daniel Grunwald wrote:

                                Also, your optimized code is not equivalent - it has a much lower floating point precision.

                                I did make a note to that effect - the non-cheating version was still over 3 times as fast the C# version.

                                Daniel Grunwald wrote:

                                Moreover, the way your C# code is written, even the cvtss2sd/cvtsd2ss dance is mandatory for the compiler:

                                Fair enough. I made the change you suggested, and the result is:

                                movss xmm2,dword ptr [rsp+40h]
                                movss xmm0,dword ptr [rsp+40h]
                                mulss xmm2,xmm0
                                movss xmm1,dword ptr [rsp+44h]
                                movss xmm0,dword ptr [rsp+44h]
                                mulss xmm1,xmm0
                                addss xmm2,xmm1
                                movss xmm1,dword ptr [rsp+48h]
                                movss xmm0,dword ptr [rsp+48h]
                                mulss xmm1,xmm0
                                addss xmm2,xmm1
                                cvtss2sd xmm0,xmm2
                                sqrtsd xmm1,xmm0
                                cvtsd2ss xmm2,xmm1
                                movss xmm0,dword ptr [00000160h]
                                divss xmm0,xmm2
                                movss xmm1,dword ptr [rsp+40h]
                                mulss xmm1,xmm0
                                movss xmm2,dword ptr [rsp+44h]
                                mulss xmm2,xmm0
                                movss xmm3,dword ptr [rsp+48h]
                                mulss xmm3,xmm0

                                The sqrt is still done in high precision. It got a tiny bit faster because of the lower precision divss instead of divsd. What it does now looks particularly silly to me though..

                                D Offline
                                D Offline
                                Daniel Grunwald
                                wrote on last edited by
                                #34

                                harold aptroot wrote:

                                The sqrt is still done in high precision. It got a tiny bit faster because of the lower precision divss instead of divsd. What it does now looks particularly silly to me though..

                                Yes, that's pretty silly; unless there are some special cases related to NaNs/infinities, it should be possible to optimize cvtss2sd/sqrtsd/cvtsd2ss to sqrtss. And if it's not possible, a float-overload should be added to Math.Sqrt. The double/triple loads also seem crazy, I thought the x64 JIT was optimizing those. At least I heard about redundant loads being eliminated on x64 (this affects multi-threaded semantics in some cases, e.g. unsynchronized bool stop;), so I wonder why it doesn't do that in your case. However no compiler will introduce packed instructions in this case - this is beyond what auto-vectorization can do for you. So in general, you can always beat a good compiler in floating point math. And beating the .NET JIT is even easier.

                                L 1 Reply Last reply
                                0
                                • L Lost User

                                  I'm not sure I know what you mean, but I didn't write any MSIL, just native assembly

                                  C Offline
                                  C Offline
                                  Chris Trelawny Ross
                                  wrote on last edited by
                                  #35

                                  More fool me for not looking closely enough to see that you were writing native assembly, not IL assembly, and jumping to completely invalid conclusions. My apologies for being so careless presumptuous as to think you didn't know what you were saying.

                                  L 1 Reply Last reply
                                  0
                                  • C Chris Trelawny Ross

                                    More fool me for not looking closely enough to see that you were writing native assembly, not IL assembly, and jumping to completely invalid conclusions. My apologies for being so careless presumptuous as to think you didn't know what you were saying.

                                    L Offline
                                    L Offline
                                    Lost User
                                    wrote on last edited by
                                    #36

                                    No problem :)

                                    1 Reply Last reply
                                    0
                                    • D Daniel Grunwald

                                      harold aptroot wrote:

                                      The sqrt is still done in high precision. It got a tiny bit faster because of the lower precision divss instead of divsd. What it does now looks particularly silly to me though..

                                      Yes, that's pretty silly; unless there are some special cases related to NaNs/infinities, it should be possible to optimize cvtss2sd/sqrtsd/cvtsd2ss to sqrtss. And if it's not possible, a float-overload should be added to Math.Sqrt. The double/triple loads also seem crazy, I thought the x64 JIT was optimizing those. At least I heard about redundant loads being eliminated on x64 (this affects multi-threaded semantics in some cases, e.g. unsynchronized bool stop;), so I wonder why it doesn't do that in your case. However no compiler will introduce packed instructions in this case - this is beyond what auto-vectorization can do for you. So in general, you can always beat a good compiler in floating point math. And beating the .NET JIT is even easier.

                                      L Offline
                                      L Offline
                                      Lost User
                                      wrote on last edited by
                                      #37

                                      I experimented a bit - the triple loads do not happen when Float3 is a class. The code then becomes:

                                      movss xmm5,dword ptr [rax+8]
                                      movaps xmm1,xmm5
                                      mulss xmm1,xmm5
                                      movss xmm4,dword ptr [rax+0Ch]
                                      movaps xmm0,xmm4
                                      mulss xmm0,xmm4
                                      addss xmm1,xmm0
                                      movss xmm3,dword ptr [rax+10h]
                                      movss xmm0,xmm3
                                      mulss xmm0,xmm3
                                      addss xmm1,xmm0
                                      cvtss2sd xmm0,xmm1
                                      sqrtsd xmm1,xmm0
                                      cvtsd2ss xmm2,xmm1
                                      movss xmm8,dword ptr [00000128h]
                                      divss xmm8,xmm2
                                      movss xmm7,xmm8
                                      mulss xmm7,xmm5
                                      movss xmm6,xmm8
                                      mulss xmm6,xmm4
                                      mulss xmm8,xmm3

                                      However, in total the code gets a bit slower.

                                      1 Reply Last reply
                                      0
                                      • _ _Damian S_

                                        Impressive... but I call that someone needs to check around to see if there's a life somewhere they can grab!! :laugh:

                                        I don't have ADHD, I have ADOS... Attention Deficit oooh SHINY!! If you like cars, check out the Booger Mobile blog | If you feel generous - make a donation to Camp Quality!!

                                        E Offline
                                        E Offline
                                        Earl Truss
                                        wrote on last edited by
                                        #38

                                        I, for one, am surprised that anyone still talks about doing anything with assembler these days. Too many programmers I run into don't even know how to do arithmetic in hex or octal without a calculator.

                                        1 Reply Last reply
                                        0
                                        • P puromtec1

                                          Is it just my perception, or is this actually the first legitimate technical article posted in the lounge? I give it a 5, btw.

                                          L Offline
                                          L Offline
                                          Lost User
                                          wrote on last edited by
                                          #39

                                          Well thanks, I've done something like this before though - multiple times actually :) But this time it was better (and longer)

                                          1 Reply Last reply
                                          0
                                          Reply
                                          • Reply as topic
                                          Log in to reply
                                          • Oldest to Newest
                                          • Newest to Oldest
                                          • Most Votes


                                          • Login

                                          • Don't have an account? Register

                                          • Login or register to search.
                                          • First post
                                            Last post
                                          0
                                          • Categories
                                          • Recent
                                          • Tags
                                          • Popular
                                          • World
                                          • Users
                                          • Groups