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  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]

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csharpcomalgorithmsdata-structuresperformance
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  • L Lost User

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

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    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

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    • 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);

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      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..

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      • 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

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        L Offline
        Lost User
        wrote on last edited by
        #31

        Thanks, I'll keep that in mind :)

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        • 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
          #32

          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..

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          • 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
            #33

            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...

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            • 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..

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              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.

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              • L Lost User

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

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                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.

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                • 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.

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                  L Offline
                  Lost User
                  wrote on last edited by
                  #36

                  No problem :)

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                  • 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.

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                    • _ _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!!

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                      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.

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                      • 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.

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                        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)

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                        • L Lost User

                          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..

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                          C Offline
                          Cesar de Souza
                          wrote on last edited by
                          #40

                          It would be interesting if you could write an article about this - I am already giving it a five ;P

                          Interested in Machine Learning in .NET? Check my article about Support Vector Machines in C# in Handwriting Recognition Revisited: Kernel Support Vector Machines using the Accord.NET Framework.

                          L 1 Reply Last reply
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                          • C Cesar de Souza

                            It would be interesting if you could write an article about this - I am already giving it a five ;P

                            Interested in Machine Learning in .NET? Check my article about Support Vector Machines in C# in Handwriting Recognition Revisited: Kernel Support Vector Machines using the Accord.NET Framework.

                            L Offline
                            L Offline
                            Lost User
                            wrote on last edited by
                            #41

                            Alright, but it'll likely take a while, as I'm still working on an other article .. although maybe I'll do this one first. I don't know yet. Also I'll have a little less time now because University starts again tomorrow..

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                            • J Joe Woodbury

                              Of course you can beat the compiler, the question is whether it's worth the time and effort. (Of course if you were really fanatical, you'd write this in native assembly and load either the 32-bit or 64-bit [or ARM or whatever] DLL and use that.)

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                              M Offline
                              Mike Marynowski
                              wrote on last edited by
                              #42

                              The output from his Asm class is dynamically generated native code. He marshals a delegate that points into his native method and calls it. He posted a brief description of his Asm class some posts up.

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