simd vectorlength and unroll factor for fortran loop - fortran

I want to vectorize the fortran below with SIMD directives
!DIR$ SIMD
DO IELEM = 1 , NELEM
X(IKLE(IELEM)) = X(IKLE(IELEM)) + W(IELEM)
ENDDO
And I used the instruction avx2. The program is compiled by
ifort main_vec.f -simd -g -pg -O2 -vec-report6 -o vec.out -xcore-avx2 -align array32byte
Then I'd like to add VECTORLENGTH(n) clause after SIMD.
If there's no such a clause or n = 2, 4, the information doesn't give information about the unroll factor
if n = 8, 16, vectorization support: unroll factor set to 2.
I've read Intel's article about vectorization support: unroll factor set to xxxx So I guess the loop is unrolled to something like:
DO IELEM = 1 , NELEM, 2
X(IKLE(IELEM)) = X(IKLE(IELEM)) + W(IELEM)
X(IKLE(IELEM+1)) = X(IKLE(IELEM+1)) + W(IELEM+1)
ENDDO
Then 2 X go into a vector register, 2 W go to another, do the addition.
But how does the value of VECTORLENGTH work? Or maybe I don't really understand what does the vector length mean.
And since I use the avx2 instruction, for the DOUBLE PRECISION type X, what's the maximum length could be reach?
Here's part of the assembly of the loop with SSE2, VL=8 and the compiler told me that unroll factor is 2. However it used 4 registers instead of 2.
.loc 1 114 is_stmt 1
movslq main_vec_$IKLE.0.1(,%rdx,4), %rsi #114.9
..LN202:
movslq 4+main_vec_$IKLE.0.1(,%rdx,4), %rdi #114.9
..LN203:
movslq 8+main_vec_$IKLE.0.1(,%rdx,4), %r8 #114.9
..LN204:
movslq 12+main_vec_$IKLE.0.1(,%rdx,4), %r9 #114.9
..LN205:
movsd -8+main_vec_$X.0.1(,%rsi,8), %xmm0 #114.26
..LN206:
movslq 16+main_vec_$IKLE.0.1(,%rdx,4), %r10 #114.9
..LN207:
movhpd -8+main_vec_$X.0.1(,%rdi,8), %xmm0 #114.26
..LN208:
movslq 20+main_vec_$IKLE.0.1(,%rdx,4), %r11 #114.9
..LN209:
movsd -8+main_vec_$X.0.1(,%r8,8), %xmm1 #114.26
..LN210:
movslq 24+main_vec_$IKLE.0.1(,%rdx,4), %r14 #114.9
..LN211:
addpd main_vec_$W.0.1(,%rdx,8), %xmm0 #114.9
..LN212:
movhpd -8+main_vec_$X.0.1(,%r9,8), %xmm1 #114.26
..LN213:
..LN214:
movslq 28+main_vec_$IKLE.0.1(,%rdx,4), %r15 #114.9
..LN215:
movsd -8+main_vec_$X.0.1(,%r10,8), %xmm2 #114.26
..LN216:
addpd 16+main_vec_$W.0.1(,%rdx,8), %xmm1 #114.9
..LN217:
movhpd -8+main_vec_$X.0.1(,%r11,8), %xmm2 #114.26
..LN218:
..LN219:
movsd -8+main_vec_$X.0.1(,%r14,8), %xmm3 #114.26
..LN220:
addpd 32+main_vec_$W.0.1(,%rdx,8), %xmm2 #114.9
..LN221:
movhpd -8+main_vec_$X.0.1(,%r15,8), %xmm3 #114.26
..LN222:
..LN223:
addpd 48+main_vec_$W.0.1(,%rdx,8), %xmm3 #114.9
..LN224:
movsd %xmm0, -8+main_vec_$X.0.1(,%rsi,8) #114.9
..LN225:
.loc 1 113 is_stmt 1
addq $8, %rdx #113.7
..LN226:
.loc 1 114 is_stmt 1
psrldq $8, %xmm0 #114.9
..LN227:
.loc 1 113 is_stmt 1
cmpq $26000, %rdx #113.7
..LN228:
.loc 1 114 is_stmt 1
movsd %xmm0, -8+main_vec_$X.0.1(,%rdi,8) #114.9
..LN229:
movsd %xmm1, -8+main_vec_$X.0.1(,%r8,8) #114.9
..LN230:
psrldq $8, %xmm1 #114.9
..LN231:
movsd %xmm1, -8+main_vec_$X.0.1(,%r9,8) #114.9
..LN232:
movsd %xmm2, -8+main_vec_$X.0.1(,%r10,8) #114.9
..LN233:
psrldq $8, %xmm2 #114.9
..LN234:
movsd %xmm2, -8+main_vec_$X.0.1(,%r11,8) #114.9
..LN235:
movsd %xmm3, -8+main_vec_$X.0.1(,%r14,8) #114.9
..LN236:
psrldq $8, %xmm3 #114.9
..LN237:
movsd %xmm3, -8+main_vec_$X.0.1(,%r15,8) #114.9
..LN238:

1) Vector Length N is a number of elements/iterations you can execute in parallel after "vectorizing" your loop (normally by putting N elements of array X into single vector register and processing them altogether by vector instruction). For simplification, think of Vector Length as value given by this formula:
Vector Length (abbreviated VL) = Vector Register Width / Sizeof (data type)
For AVX2 , Vector Register Width = 256 bit. Sizeof (double precision) = 8 bytes = 64 bits. Thus:
Vector Length (double FP, avx2) = 256 / 64 = 4
$DIR SIMD VECTORLENGTH (N) basically enforces compiler to use specified vector length (and to put N elements of array X into single vector register). That's it.
2) Unrolling and Vectorization relationship. For simplification, think of unrolling and vectorization as normally unrelated (somewhat "orthogonal") optimization techniques.
If your loop is unrolled by factor of M (M could be 2, 4,..), then it doesn't neccesarily mean that vector registers were used at all and it does not mean that your loop was parallelized in any sense. What it means instead is that M instances of original loop iterations have been grouped together into single iteration; and within given new "unwinded"/"unrolled" iteration old ex-iterations are executed sequentially, one by one (so your guessing example is absolutely correct).
The purpose of unrolling is normally making loop more "micro-architecture/memory-friendly". In more details: by making loop iterations more "fat" you normally improve the balance between pressure to your CPU resources vs. pressure to your Memory/Cache resources, especially since after unrolling you can normally reuse some data in registers more effectively.
3) Unrolling + Vectorization. It's not uncommon that Compilers simulteneously vectorize (with VL=N) and unroll (by M) certain loops. As a result, number of iterations in optimized loop is smaller than number of iterations in original loop by approximately factor of NxM, however number of elements processed in parallel (simulteneously in given moment in time) will only be N.
Thus, in your example, if loop is vectorized with VL=4, and unrolled by 2, then the pseudo-code for it might look like:
DO IELEM = 1 , NELEM, 8
[X(IKLE(IELEM)),X(IKLE(IELEM+2)), X(IKLE(IELEM+4)), X(IKLE(IELEM+6))] = ...
[X(IKLE(IELEM+1)),X(IKLE(IELEM+3)), X(IKLE(IELEM+5)), X(IKLE(IELEM+7))] = ...
ENDDO
,where square brackets "correspond" to vector register content.
4) Vectorization against Unrolling :
for loops with relatively small number of iterations (especially in C++) - it may happen that unrolling is not desirable since it partially blocks efficient vectorization (not enough iterations to execute in parallel) and (as you see from my artifical example) may somehow impact the way the data has to be loaded from memory. Different compilers have different heuristics wrt balancing Trip Counts, VL and Unrolling between each other; that's probably why unroll was disabled in your case when VL was smaller than 8.
runtime and compile-time trade-offs between trip counts, unrolling and vector length, as well as appropiate automatic suggestions (especially in case of using fresh Intel C++ or Fortran Compiler) could be explored using "Intel (Vectorization) Advisor":
5) P.S. There is a third dimension (I don't really like to talk about it).
When vectorlength requested by user is bigger than possible Vector Length on given hardware (let's say specifying vectorlength(16) for avx2 platform for double FP) or when you mix different types, then compiler can (or can not) start using a notion of "virtual vector register" and start doing double-/quad-pumping. M-pumping is kind of unrolling, but only for single instruction (i.e. pumping leads to repeating the single instruction, while unrolling leads to repeating the whole loop body). You may try to read about m-pumping in recent OpenMP books like given one. So in some cases you may end-up with superposition of a) vectorization, b) unrolling and c) double-pumping, but it's not common case and I'd avoid enforcing vectorlength > 2*ISA_VectorLength.

Related

How to calculate 2x2 matrix multiplied by 2D vector using SSE intrinsics (32 bit floating points)? (C++, Mac and Windows)

I need to calculate a 2D matrix multiplied with 2D vector. Both use 32 bit floats. I'm hoping to do this using SSE (any version really) for speed optimization purposes, as I'm going to be using it for realtime audio processing.
So the formula I would need is the following:
left = L*A + R*B
right = L*C + R*D
I was thinking of reading the whole matrix from memory as a 128 bit floating point SIMD (4 x 32 bit floating points) if it makes sense. But if it's a better idea to process this in smaller pieces, then that's fine too.
L & R variables will be in their own floats when the processing begin, so they would need to be moved into the SIMD register/variable and when the calculation is done, moved back into regular variables.
The IDEs I'm hoping to get it compiled on are Xcode and Visual Studio. So I guess that'll be Clang and Microsoft's own compilers then which this would need to run properly on.
All help is welcome. Thank you in advance!
I already tried reading SSE instruction sets, but there seems to be so much content in there that it would take a very long time to find the suitable instructions and then the corresponding intrinsics to get anything working.
ADDITIONAL INFORMATION BASED ON YOUR QUESTIONS:
The L & R data comes from their own arrays of data. I have pointers to each of the two arrays (L & R) and then go through them at the same time. So the left/right audio channel data is not interleaved but have their own pointers. In other words, the data is arranged like: LLLLLLLLL RRRRRRRRRR.
Some really good points have been made in the comments about the modern compilers being able to optimize the code really well. This is especially true when multiplication is quite fast and shuffling data inside the SIMD registers might be needed: using more multiplications might still be faster than having to shuffle the data multiple times. I didn't realise that modern compilers can be that good these days. I have to experiment with Godbolt using std::array and seeing what kind of results I'll get for my particular case.
The data needs to be in 32 bit floats, as that is used all over the application. So 16 bit doesn't work for my case.
MORE INFORMATION BASED ON MY TESTS:
I used Godbolt.org to test how the compiler optimizes my code. What I found is that if I do the following, I don't get optimal code:
using Vec2 = std::array<float, 2>;
using Mat2 = std::array<float, 4>;
Vec2 Multiply2D(const Mat2& m, const Vec2& v)
{
Vec2 result;
result[0] = v[0]*m[0] + v[1]*m[1];
result[1] = v[0]*m[2] + v[1]*m[3];
return result;
}
But if I do the following, I do get quite nice code:
using Vec2 = std::array<float, 2>;
using Mat2 = std::array<float, 4>;
Vec2 Multiply2D(const Mat2& m, const Vec2& v)
{
Vec2 result;
result[0] = v[0]*m[0] + v[1]*m[2];
result[1] = v[0]*m[1] + v[1]*m[3];
return result;
}
Meaning that if I transpose the 2D matrix, the compiler seems to output pretty good results as is. I believe I should go with this method since the compiler seems to be able to handle the code nicely.
You are better leave the assembly generation to your compiler. It is doing a great job from what I could gather.
Additionally, GCC and CLANG (not sure about the others) have extension attributes that allow you to compile code for several different architectures, one of which will be picked at runtime.
For example, consider the following code:
using Vector = std::array<float, 2>;
using Matrix = std::array<float, 4>;
namespace detail {
Vector multiply(const Matrix& m, const Vector& v) {
Vector r;
r[0] = v[0] * m[0] + v[1] * m[2];
r[1] = v[0] * m[1] + v[1] * m[3];
return r;
}
} // namespace detail
__attribute__((target("default")))
Vector multiply(const Matrix& m, const Vector& v) {
return detail::multiply(m, v);
}
__attribute__((target("avx")))
Vector multiply(const Matrix& m, const Vector& v) {
return detail::multiply(m, v);
}
Assume that you compile it with
g++ -O3 -march=x86-64 main.cpp -o main
For AVX it creates perfectly optimized AVX SIMD code
multiply(Matrix const&, Vector const&) [clone .avx]: # #multiply(Matrix const&, Vector const&) [clone .avx]
vmovsd (%rdi), %xmm0 # xmm0 = mem[0],zero
vmovsd 8(%rdi), %xmm1 # xmm1 = mem[0],zero
vbroadcastss 4(%rsi), %xmm2
vmulps %xmm1, %xmm2, %xmm1
vbroadcastss (%rsi), %xmm2
vmulps %xmm0, %xmm2, %xmm0
vaddps %xmm1, %xmm0, %xmm0
retq
While the default implementation uses SSE instructions only:
multiply(Matrix const&, Vector const&): # #multiply(Matrix const&, Vector const&)
movsd (%rdi), %xmm1 # xmm1 = mem[0],zero
movsd 8(%rdi), %xmm2 # xmm2 = mem[0],zero
movss (%rsi), %xmm0 # xmm0 = mem[0],zero,zero,zero
movss 4(%rsi), %xmm3 # xmm3 = mem[0],zero,zero,zero
shufps $0, %xmm3, %xmm3 # xmm3 = xmm3[0,0,0,0]
mulps %xmm2, %xmm3
shufps $0, %xmm0, %xmm0 # xmm0 = xmm0[0,0,0,0]
mulps %xmm1, %xmm0
addps %xmm3, %xmm0
retq
You might want to check out this post
Godbolt link: https://godbolt.org/z/fcKvchvcb
It's much better to let compilers vectorize over the whole arrays of LLLL and RRRR samples, not for one left, right sample pair at once.
With the same mixing matrix for a whole array of audio samples, you get nice asm with no shuffles. Borrowing code from Nole's answer just to illustrate the auto-vectorization (you might want to simplify the
struct Vector {
std::array<float,2> coef;
};
struct Matrix {
std::array<float,4> coef;
};
static Vector multiply( const Matrix& m, const Vector& v ) {
Vector r;
r.coef[0] = v.coef[0]*m.coef[0] + v.coef[1]*m.coef[2];
r.coef[1] = v.coef[0]*m.coef[1] + v.coef[1]*m.coef[3];
return r;
}
// The per-element functions need to inline into the loop,
// so target attributes need to match or be a superset.
// Or better, just don't use target options on the per-sample function
__attribute__ ((target ("avx,fma")))
void intermix(float *__restrict left, float *__restrict right, const Matrix &m)
{
for (int i=0 ; i<10240 ; i++){
Vector v = {left[i], right[i]};
v = multiply(m, v);
left[i] = v.coef[0];
right[i] = v.coef[1];
}
}
GCC -O3 (without any target options) compiles this to nice AVX1 + FMA code, as per the __attribute__((target("avx,fma"))) (Similar to -march=x86-64-v3). (Godbolt)
# GCC (trunk) -O3
intermix(float*, float*, Matrix const&):
vbroadcastss (%rdx), %ymm5
vbroadcastss 8(%rdx), %ymm4
xorl %eax, %eax
vbroadcastss 4(%rdx), %ymm3
vbroadcastss 12(%rdx), %ymm2 # broadcast each matrix element separately
.L2:
vmulps (%rsi,%rax), %ymm4, %ymm1 # a whole vector of 8 R*B
vmulps (%rsi,%rax), %ymm2, %ymm0
vfmadd231ps (%rdi,%rax), %ymm5, %ymm1
vfmadd231ps (%rdi,%rax), %ymm3, %ymm0
vmovups %ymm1, (%rdi,%rax)
vmovups %ymm0, (%rsi,%rax)
addq $32, %rax
cmpq $40960, %rax
jne .L2
vzeroupper
ret
main:
movl $13, %eax
ret
Note how there are zero shuffle instructions because the matrix coefficients each get broadcast to a separate vector, so one vmulps can do R*B for 8 R samples in parallel, and so on.
Unfortunately GCC and clang both use indexed addressing modes, so the memory source vmulps and vfma instructions un-laminate into 2 uops for the back-end on Intel CPUs. And the stores can't use the port 7 AGU on HSW/SKL. -march=skylake or any other specific Intel SnB-family uarch doesn't fix that for either of them. Clang unrolls by default, so the extra pointer increments to avoid indexed addressing modes would be amortized. (It would actually just be 1 extra add instruction, since we're modifying L and R in-place. You could of course change the function to copy-and-mix.)
If the data is hot in L1d cache, it'll bottleneck on the front-end rather than load+FP throughput, but it still comes relatively close to 2 loads and 2 FMAs per clock.
Hmm, GCC is saving instructions but costing extra loads by loading the same L and R data twice, as memory-source operands for vmulps and vfmadd...ps. With -march=skylake it doesn't do that, instead using a separate vmovups (which has no problem with an indexed addressing mode, but the later store still does.)
I haven't looked at tuning choices from other GCC versions.
# GCC (trunk) -O3 -march=skylake (which implies -mtune=skylake)
.L2:
vmovups (%rsi,%rax), %ymm1
vmovups (%rdi,%rax), %ymm0 # separate loads
vmulps %ymm1, %ymm5, %ymm2 # FP instructions using only registers
vmulps %ymm1, %ymm3, %ymm1
vfmadd231ps %ymm0, %ymm6, %ymm2
vfmadd132ps %ymm4, %ymm1, %ymm0
vmovups %ymm2, (%rdi,%rax)
vmovups %ymm0, (%rsi,%rax)
addq $32, %rax
cmpq $40960, %rax
jne .L2
This is 10 uops, so can issue 2 cycles per iteration on Ice Lake, 2.5c on Skylake. On Ice Lake, it will sustain 2x 256-bit mul/FMA per clock cycle.
On Skylake, it doesn't bottleneck on AGU throughput since it's 4 uops for ports 2,3 every 2.5 cycles. So that's fine. No need for indexed addressing modes.

Why does sorting make this branchless code faster?

-Edit2- Seems like occasionally my CPU runs unsorted as fast as sorted. On other machines they're consistently the same speed. I guess I'm not benchmarking correctly or there's subtle things going on behind the scene
-Edit- ASM code below. The generated code is the same in the main loop. Can someone confirm if it's faster or the same? I'm using clang 10 and I'm on ryzen 3600. According to compiler explorer there is no branches, the adding uses a SIMD instruction that adds either A or B based on the mask. The mask is from the >= 128 and B is a vector of 0's. So no there is no hidden branch from what I can see.
I thought this very popular question was silly and tried it in clang Why is processing a sorted array faster than processing an unsorted array?
With g++ -O2 it takes 2seconds with clang it took 0.32. I tried making it branchless like the below and found that even though it's branchless sorting still makes it faster. Whats going on?! (also it seems like O2 vectorize the code so I didn't try to do more)
#include <algorithm>
#include <ctime>
#include <stdio.h>
int main()
{
// Generate data
const unsigned arraySize = 32768;
int data[arraySize];
for (unsigned c = 0; c < arraySize; ++c)
data[c] = std::rand() % 256;
// !!! With this, the next loop runs faster.
std::sort(data, data + arraySize);
// Test
clock_t start = clock();
long long sum = 0;
for (unsigned i = 0; i < 100000; ++i)
{
// Primary loop
for (unsigned c = 0; c < arraySize; ++c)
{
bool v = data[c] >= 128;
sum += data[c] * v;
}
}
double elapsedTime = static_cast<double>(clock() - start) / CLOCKS_PER_SEC;
printf("%f\nsum = %lld\n", elapsedTime, sum);
}
.LBB0_4: # Parent Loop BB0_3 Depth=1
# => This Inner Loop Header: Depth=2
vmovdqa (%rsp,%rcx,4), %xmm5
vmovdqa 16(%rsp,%rcx,4), %xmm6
vmovdqa 32(%rsp,%rcx,4), %xmm7
vmovdqa 48(%rsp,%rcx,4), %xmm0
addq $16, %rcx
vpcmpgtd %xmm8, %xmm5, %xmm9
vpcmpgtd %xmm8, %xmm6, %xmm10
vpcmpgtd %xmm8, %xmm7, %xmm11
vpcmpgtd %xmm8, %xmm0, %xmm12
vpand %xmm5, %xmm9, %xmm5
vpand %xmm0, %xmm12, %xmm0
vpand %xmm6, %xmm10, %xmm6
vpand %xmm7, %xmm11, %xmm7
vpmovsxdq %xmm6, %ymm9
vpmovsxdq %xmm5, %ymm5
vpmovsxdq %xmm7, %ymm6
vpmovsxdq %xmm0, %ymm0
vpaddq %ymm5, %ymm1, %ymm1
vpaddq %ymm2, %ymm9, %ymm2
vpaddq %ymm6, %ymm3, %ymm3
vpaddq %ymm0, %ymm4, %ymm4
cmpq $32768, %rcx # imm = 0x8000
jne .LBB0_4
It's almost certainly branch prediction. The hardware will try to figure out how your conditions will evaluate and get that branch of code ready, and one method it leverages is previous iterations through loops. Since your sorted array means it's going to have a bunch of false paths, then a bunch of true paths, this means the only time it's going to miss is when the loop starts and when data[c] first becomes >= 128.
In addition, it's possible the compiler is smart enough to optimize on a sorted array. I haven't tested, but it could save the magic c value, do a lookup on that once, and then have fewer iterations of your inner for. This would be an optimization you could write yourself as well.

What prevents the inlining of sqrt when compiled without -ffast-math [duplicate]

I'm trying to profile the time it takes to compute a sqrt using the following simple C code, where readTSC() is a function to read the CPU's cycle counter.
double sum = 0.0;
int i;
tm = readTSC();
for ( i = 0; i < n; i++ )
sum += sqrt((double) i);
tm = readTSC() - tm;
printf("%lld clocks in total\n",tm);
printf("%15.6e\n",sum);
However, as I printed out the assembly code using
gcc -S timing.c -o timing.s
on an Intel machine, the result (shown below) was surprising?
Why there are two sqrts in the assembly code with one using the sqrtsd instruction and the other using a function call? Is it related to loop unrolling and trying to execute two sqrts in one iteration?
And how to understand the line
ucomisd %xmm0, %xmm0
Why does it compare %xmm0 to itself?
//----------------start of for loop----------------
call readTSC
movq %rax, -32(%rbp)
movl $0, -4(%rbp)
jmp .L4
.L6:
cvtsi2sd -4(%rbp), %xmm1
// 1. use sqrtsd instruction
sqrtsd %xmm1, %xmm0
ucomisd %xmm0, %xmm0
jp .L8
je .L5
.L8:
movapd %xmm1, %xmm0
// 2. use C funciton call
call sqrt
.L5:
movsd -16(%rbp), %xmm1
addsd %xmm1, %xmm0
movsd %xmm0, -16(%rbp)
addl $1, -4(%rbp)
.L4:
movl -4(%rbp), %eax
cmpl -36(%rbp), %eax
jl .L6
//----------------end of for loop----------------
call readTSC
It's using the library sqrt function for error handling. See glibc's documentation: 20.5.4 Error Reporting by Mathematical Functions: math functions set errno for compatibility with systems that don't have IEEE754 exception flags. Related: glibc's math_error(7) man page.
As an optimization, it first tries to perform the square root by the inlined sqrtsd instruction, then checks the result against itself using the ucomisd instruction which sets the flags as follows:
CASE (RESULT) OF
UNORDERED: ZF,PF,CF 111;
GREATER_THAN: ZF,PF,CF 000;
LESS_THAN: ZF,PF,CF 001;
EQUAL: ZF,PF,CF 100;
ESAC;
In particular, comparing a QNaN to itself will return UNORDERED, which is what you will get if you try to take the square root of a negative number. This is covered by the jp branch. The je check is just paranoia, checking for exact equality.
Also note that gcc has a -fno-math-errno option which will sacrifice this error handling for speed. This option is part of -ffast-math, but can be used on its own without enabling any result-changing optimizations.
sqrtsd on its own correctly produces NaN for negative and NaN inputs, and sets the IEEE754 Invalid flag. The check and branch is only to preserve the errno-setting semantics which most code doesn't rely on.
-fno-math-errno is the default on Darwin (OS X), where the math library never sets errno, so functions can be inlined without this check.

Normalize lower triangular matrix more quickly

The code below seems not the bottleneck.
I am just curious to know if there is a faster way to get this done on a cpu with SSE4.2.
The code works on the lower triangular entries of a matrix stored as a 1d array in the following form in ar_tri:
[ (1,0),
(2,0),(2,1),
(3,0),(3,1),(3,2),
...,
(n,0)...(n,n-1) ]
where (x,y) is the entries of the matrix at the xth row and yth column.
And also the reciprocal square root (rsqrt) of the diagonal of the matrix of the following form in ar_rdia:
[ rsqrt(0,0), rsqrt(1,1), ... ,rsqrt(n,n) ]
gcc6.1 -O3 on the Godbolt compiler explorer auto-vectorizes both versions using SIMD instructions (mulps). The triangular version has cleanup code at the end of each row, so there are some scalar instructions, too.
Would using rectangular matrix stored as a 1d array in contiguous memory improve the performance?
// Triangular version
#include <iostream>
#include <stdlib.h>
#include <stdint.h>
using namespace std;
int main(void){
size_t n = 10000;
size_t n_tri = n*(n-1)/2;
size_t repeat = 10000;
// test 10000 cycles of the code
float* ar_rdia = (float*)aligned_alloc(16, n*sizeof(float));
//reciprocal square root of diagonal
float* ar_triangular = (float*)aligned_alloc(16, n_tri*sizeof(float));
//lower triangular matrix
size_t i,j,k;
float a,b;
k = 0;
for(i = 0; i < n; ++i){
for(j = 0; j < i; ++j){
ar_triangular[k] *= ar_rdia[i]*ar_rdia[j];
++k;
}
}
cout << k;
free((void*)ar_rdia);
free((void*)ar_triangular);
}
// Square version
#include <iostream>
#include <stdlib.h>
#include <stdint.h>
using namespace std;
int main(void){
size_t n = 10000;
size_t n_sq = n*n;
size_t repeat = 10000;
// test 10000 cycles of the code
float* ar_rdia = (float*)aligned_alloc(16, n*sizeof(float));
//reciprocal square root of diagonal
float* ar_square = (float*)aligned_alloc(16, n_sq*sizeof(float));
//lower triangular matrix
size_t i,j,k;
float a,b;
k = 0;
for(i = 0; i < n; ++i){
for(j = 0; j < n; ++j){
ar_square[k] *= ar_rdia[i]*ar_rdia[j];
++k;
}
}
cout << k;
free((void*)ar_rdia);
free((void*)ar_square);
}
assembly output:
## Triangular version
main:
...
call aligned_alloc
movl $1, %edi
movq %rax, %rbp
xorl %esi, %esi
xorl %eax, %eax
.L2:
testq %rax, %rax
je .L3
leaq -4(%rax), %rcx
leaq -1(%rax), %r8
movss (%rbx,%rax,4), %xmm0
shrq $2, %rcx
addq $1, %rcx
cmpq $2, %r8
leaq 0(,%rcx,4), %rdx
jbe .L9
movaps %xmm0, %xmm2
leaq 0(%rbp,%rsi,4), %r10
xorl %r8d, %r8d
xorl %r9d, %r9d
shufps $0, %xmm2, %xmm2 # broadcast ar_rdia[i]
.L6: # vectorized loop
movaps (%rbx,%r8), %xmm1
addq $1, %r9
mulps %xmm2, %xmm1
movups (%r10,%r8), %xmm3
mulps %xmm3, %xmm1
movups %xmm1, (%r10,%r8)
addq $16, %r8
cmpq %rcx, %r9
jb .L6
cmpq %rax, %rdx
leaq (%rsi,%rdx), %rcx
je .L7
.L4: # scalar cleanup
movss (%rbx,%rdx,4), %xmm1
leaq 0(%rbp,%rcx,4), %r8
leaq 1(%rdx), %r9
mulss %xmm0, %xmm1
cmpq %rax, %r9
mulss (%r8), %xmm1
movss %xmm1, (%r8)
leaq 1(%rcx), %r8
jnb .L7
movss (%rbx,%r9,4), %xmm1
leaq 0(%rbp,%r8,4), %r8
mulss %xmm0, %xmm1
addq $2, %rdx
addq $2, %rcx
cmpq %rax, %rdx
mulss (%r8), %xmm1
movss %xmm1, (%r8)
jnb .L7
mulss (%rbx,%rdx,4), %xmm0
leaq 0(%rbp,%rcx,4), %rcx
mulss (%rcx), %xmm0
movss %xmm0, (%rcx)
.L7:
addq %rax, %rsi
cmpq $10000, %rdi
je .L16
.L3:
addq $1, %rax
addq $1, %rdi
jmp .L2
.L9:
movq %rsi, %rcx
xorl %edx, %edx
jmp .L4
.L16:
... print and free
ret
The interesting part of the assembly for the square case:
main:
... allocate both arrays
call aligned_alloc
leaq 40000(%rbx), %rsi
movq %rax, %rbp
movq %rbx, %rcx
movq %rax, %rdx
.L3: # loop over i
movss (%rcx), %xmm2
xorl %eax, %eax
shufps $0, %xmm2, %xmm2 # broadcast ar_rdia[i]
.L2: # vectorized loop over j
movaps (%rbx,%rax), %xmm0
mulps %xmm2, %xmm0
movups (%rdx,%rax), %xmm1
mulps %xmm1, %xmm0
movups %xmm0, (%rdx,%rax)
addq $16, %rax
cmpq $40000, %rax
jne .L2
addq $4, %rcx # no scalar cleanup: gcc noticed that the row length is a multiple of 4 elements
addq $40000, %rdx
cmpq %rsi, %rcx
jne .L3
... print and free
ret
The loop that stores to the triangular array should vectorize ok, with inefficiencies at the end of each row. gcc actually did auto-vectorize both, according to the asm you posted. I wish I'd looked at that first instead of taking your word for it that it needed to be manually vectorized. :(
.L6: # from the first asm dump.
movaps (%rbx,%r8), %xmm1
addq $1, %r9
mulps %xmm2, %xmm1
movups (%r10,%r8), %xmm3
mulps %xmm3, %xmm1
movups %xmm1, (%r10,%r8)
addq $16, %r8
cmpq %rcx, %r9
jb .L6
This looks exactly like the inner loop that my manual vectorized version would compile to. The .L4 is fully-unrolled scalar cleanup for the last up-to-3 elements of a row. (So it's probably not quite as good as my code). Still, it's quite decent, and auto-vectorization will let you take advantage of AVX and AVX512 with no source changes.
I edited your question to include a link to the code on godbolt, with both versions as separate functions. I didn't take the time to convert them to taking the arrays as function args, because then I'd have to take time to get all the __restrict__ keywords right, and to tell gcc that the arrays are aligned on a 4B * 16 = 64 byte boundary, so it can use aligned loads if it wants to.
Within a row, you're using the same ar_rdia[i] every time, so you broadcast that into a vector once at the start of the row. Then you just do vertical operations between the source ar_rdia[j + 0..3] and destination ar_triangular[k + 0..3].
To handle the last few elements at the end of a row that aren't a multiple of the vector size, we have two options:
scalar (or narrower vector) fallback / cleanup after the vectorized loop, handling the last up-to-3 elements of each row.
unroll the loop over i by 4, and use an optimal sequence for handling the odd 0, 1, 2, and 3 elements left at the end of a row. So the loop over j will be repeated 4 times, with fixed cleanup after each one. This is probably the most optimal approach.
have the final vector iteration overshoot the end of a row, instead of stopping after the last full vector. So we overlap the start of the next row. Since your operation is not idempotent, this option doesn't work well. Also, making sure k is updated correctly for the start of the next row takes a bit of extra code.
Still, this would be possible by having the final vector of a row blend the multiplier so elements beyond the end of the current row get multiplied by 1.0 (the multiplicative identity). This should be doable with a blendvpswith a vector of 1.0 to replace some elements of ar_rdia[i] * ar_rdia[j + 0..3]. We'd also have to create a selector mask (maybe by indexing into an array of int32_t row_overshoot_blend_window {0, 0, 0, 0, -1, -1, -1} using j-i as the index, to take a window of 4 elements). Another option is branching to select either no blend or one of three immediate blends (blendps is faster, and doesn't require a vector control mask, and the branches will have an easily predictable pattern).
This causes a store-forwarding failure at the start of 3 of every 4 rows, when the load from ar_triangular overlaps with the store from the end of the last row. IDK which will perform best.
Another maybe even better option would be to do loads that overshoot the end of the row, and do the math with packed SIMD, but then conditionally store 1 to 4 elements.
Not reading outside the memory you allocate can require leaving padding at the end of your buffer, e.g. if the last row wasn't a multiple of 4 elements.
/****** Normalize a triangular matrix using SIMD multiplies,
handling the ends of rows with narrower cleanup code *******/
// size_t i,j,k; // don't do this in C++ or C99. Put declarations in the narrowest scope possible. For types without constructors/destructors, it's still a style / human-readability issue
size_t k = 0;
for(size_t i = 0; i < n; ++i){
// maybe put this inside the for() loop and let the compiler hoist it out, to avoid doing it for small rows where the vector loop doesn't even run once.
__m128 vrdia_i = _mm_set1_ps(ar_rdia[i]); // broadcast-load: very efficient with AVX, load+shuffle without. Only done once per row anyway.
size_t j = 0;
for(j = 0; j < (i-3); j+=4){ // vectorize over this loop
__m128 vrdia_j = _mm_loadu_ps(ar_rdia + j);
__m128 scalefac = _mm_mul_ps(vrdia_j, v_rdia_i);
__m128 vtri = _mm_loadu_ps(ar_triangular + k);
__m128 normalized = _mm_mul_ps(scalefac , vtri);
_mm_storeu_ps(ar_triangular + k, normalized);
k += 4;
}
// scalar fallback / cleanup for the ends of rows. Alternative: blend scalefac with 1.0 so it's ok to overlap into the next row.
/* Fine in theory, but gcc likes to make super-bloated code by auto-vectorizing cleanup loops. Besides, we can do better than scalar
for ( ; j < i; ++j ){
ar_triangular[k] *= ar_rdia[i]*ar_rdia[j]; ++k; }
*/
if ((i-j) >= 2) { // load 2 floats (using movsd to zero the upper 64 bits, so mulps doesn't slow down or raise exceptions on denormals or NaNs
__m128 vrdia_j = _mm_castpd_ps( _mm_load_sd(static_cast<const double*>(ar_rdia+j)) );
__m128 scalefac = _mm_mul_ps(vrdia_j, v_rdia_i);
__m128 vtri = _mm_castpd_ps( _mm_load_sd(static_cast<const double*>(ar_triangular + k) ));
__m128 normalized = _mm_mul_ps(scalefac , vtri);
_mm_storel_pi(static_cast<__m64*>(ar_triangular + k), normalized); // movlps. Agner Fog's table indicates that Nehalem decodes this to 2 uops, instead of 1 for movsd. Bizarre!
j+=2;
k+=2;
}
if (j<i) { // last single element
ar_triangular[k] *= ar_rdia[i]*ar_rdia[j];
++k;
//++j; // end of the row anyway. A smart compiler would still optimize it away...
}
// another possibility: load 4 elements and do the math, then movss, movsd, movsd + extractps (_mm_extractmem_ps), or movups to store the last 1, 2, 3, or 4 elements of the row.
// don't use maskmovdqu; it bypasses cache
}
movsd and movlps are equivalent as stores, but not as loads. See this comment thread for discussion of why it makes some sense that the store forms have separate opcodes. Update: Agner Fog's insn tables indicate that Nehalem decodes MOVH/LPS/D to 2 fused-domain uops. They also say that SnB decodes it to 1, but IvB decodes it to 2 uops. That's got to be wrong. For Haswell, his table splits things to separate entries for movlps/d (1 micro-fused uop) and movhps/d (also 1 micro-fused uop). It makes no sense for the store form of movlps to be 2 uops and need the shuffle port on anything; it does exactly the same thing as a movsd store.
If your matrices are really big, don't worry too much about the end-of-row handling. If they're small, more of the total time is going to be spent on the ends of rows, so it's worth trying multiple ways, and having a careful look at the asm.
You could easily compute rsqrt on the fly here if the source data is contiguous. Otherwise yeah, copy just the diagonal into an array (and compute rsqrt while doing that copy, rather than with another pass over that array like your previous question. Either with scalar rsqrtss and no NR step while copying from the diagonal of a matrix into an array, or manually gather elements into a SIMD vector (with _mm_set_ps(a[i][i], a[i+1][i+1], a[i+2][i+2], a[i+3][i+3]) to let the compiler pick the shuffles) and do rsqrtps + a NR step, then store the vector of 4 results to the array.
Small problem sizes: avoiding waste from not doing full vectors at the ends of rows
The very start of the matrix is a special case, because three "ends" are contiguous in the first 6 elements. (The 4th row has 4 elements). It might be worth special-casing this and doing the first 3 rows with two SSE vectors. Or maybe just the first two rows together, and then the third row as a separate group of 3. Actually, a group of 4 and a group of 2 is much more optimal, because SSE can do those 8B and 16B loads/stores, but not 12B.
The first 6 scale factors are products of the first three elements of ar_rdia, so we can do a single vector load and shuffle it a couple ways.
ar_rdia[0]*ar_rdia[0]
ar_rdia[1]*ar_rdia[0], ar_rdia[1]*ar_rdia[1],
ar_rdia[2]*ar_rdia[0], ar_rdia[2]*ar_rdia[1], ar_rdia[2]*ar_rdia[2]
^
end of first vector of 4 elems, start of 2nd.
It turns out compilers aren't great at spotting and taking advantage of the patterns here, so to get optimal code for the first 10 elements here, we need to peel those iterations and optimize the shuffles and multiplies manually. I decided to do the first 4 rows, because the 4th row still reuses that SIMD vector of ar_rdia[0..3]. That vector even still gets used by the first vector-width of row 4 (the fifth row).
Also worth considering: doing 2, 4, 4 instead of this 4, 2, 4.
void triangular_first_4_rows_manual_shuffle(float *tri, const float *ar_rdia)
{
__m128 vr0 = _mm_load_ps(ar_rdia); // we know ar_rdia is aligned
// elements 0-3 // row 0, row 1, and the first element of row 2
__m128 vi0 = _mm_shuffle_ps(vr0, vr0, _MM_SHUFFLE(2, 1, 1, 0));
__m128 vj0 = _mm_shuffle_ps(vr0, vr0, _MM_SHUFFLE(0, 1, 0, 0));
__m128 sf0 = vi0 * vj0; // equivalent to _mm_mul_ps(vi0, vj0); // gcc defines __m128 in terms of GNU C vector extensions
__m128 vtri = _mm_load_ps(tri);
vtri *= sf0;
_mm_store_ps(tri, vtri);
tri += 4;
// elements 4 and 5, last two of third row
__m128 vi4 = _mm_shuffle_ps(vr0, vr0, _MM_SHUFFLE(3, 3, 2, 2)); // can compile into unpckhps, saving a byte. Well spotted by clang
__m128 vj4 = _mm_movehl_ps(vi0, vi0); // save a mov by reusing a previous shuffle output, instead of a fresh _mm_shuffle_ps(vr0, vr0, _MM_SHUFFLE(2, 1, 2, 1)); // also saves a code byte (no immediate)
// actually, a movsd from ar_ria+1 would get these two elements with no shuffle. We aren't bottlenecked on load-port uops, so that would be good.
__m128 sf4 = vi4 * vj4;
//sf4 = _mm_movehl_ps(sf4, sf4); // doesn't save anything compared to shuffling before multiplying
// could use movhps to load and store *tri to/from the high half of an xmm reg, but each of those takes a shuffle uop
// so we shuffle the scale-factor down to the low half of a vector instead.
__m128 vtri4 = _mm_castpd_ps(_mm_load_sd((const double*)tri)); // elements 4 and 5
vtri4 *= sf4;
_mm_storel_pi((__m64*)tri, vtri4); // 64bit store. Possibly slower than movsd if Agner's tables are right about movlps, but I doubt it
tri += 2;
// elements 6-9 = row 4, still only needing elements 0-3 of ar_rdia
__m128 vi6 = _mm_shuffle_ps(vr0, vr0, _MM_SHUFFLE(3, 3, 3, 3)); // broadcast. clang puts this ahead of earlier shuffles. Maybe we should put this whole block early and load/store this part of tri, too.
//__m128 vi6 = _mm_movehl_ps(vi4, vi4);
__m128 vj6 = vr0; // 3, 2, 1, 0 already in the order we want
__m128 vtri6 = _mm_loadu_ps(tri+6);
vtri6 *= vi6 * vj6;
_mm_storeu_ps(tri+6, vtri6);
tri += 4;
// ... first 4 rows done
}
gcc and clang compile this very similarly with -O3 -march=nehalem (to enable SSE4.2 but not AVX). See the code on Godbolt, with some other versions that don't compile as nicely:
# gcc 5.3
movaps xmm0, XMMWORD PTR [rsi] # D.26921, MEM[(__v4sf *)ar_rdia_2(D)]
movaps xmm1, xmm0 # tmp108, D.26921
movaps xmm2, xmm0 # tmp111, D.26921
shufps xmm1, xmm0, 148 # tmp108, D.26921,
shufps xmm2, xmm0, 16 # tmp111, D.26921,
mulps xmm2, xmm1 # sf0, tmp108
movhlps xmm1, xmm1 # tmp119, tmp108
mulps xmm2, XMMWORD PTR [rdi] # vtri, MEM[(__v4sf *)tri_5(D)]
movaps XMMWORD PTR [rdi], xmm2 # MEM[(__v4sf *)tri_5(D)], vtri
movaps xmm2, xmm0 # tmp116, D.26921
shufps xmm2, xmm0, 250 # tmp116, D.26921,
mulps xmm1, xmm2 # sf4, tmp116
movsd xmm2, QWORD PTR [rdi+16] # D.26922, MEM[(const double *)tri_5(D) + 16B]
mulps xmm1, xmm2 # vtri4, D.26922
movaps xmm2, xmm0 # tmp126, D.26921
shufps xmm2, xmm0, 255 # tmp126, D.26921,
mulps xmm0, xmm2 # D.26925, tmp126
movlps QWORD PTR [rdi+16], xmm1 #, vtri4
movups xmm1, XMMWORD PTR [rdi+48] # tmp129,
mulps xmm0, xmm1 # vtri6, tmp129
movups XMMWORD PTR [rdi+48], xmm0 #, vtri6
ret
Only 22 total instructions for the first 4 rows, and 4 of them are movaps reg-reg moves. (clang manages with only 3, with a total of 21 instructions). We'd probably save one by getting [ x x 2 1 ] into a vector with a movsd from ar_rdia+1, instead of yet another movaps + shuffle. And reduce pressure on the shuffle port (and ALU uops in general).
With AVX, clang uses vpermilps for most shuffles, but that just wastes a byte of code-size. Unless it saves power (because it only has 1 input), there's no reason to prefer its immediate form over shufps, unless you can fold a load into it.
I considered using palignr to always go 4-at-a-time through the triangular matrix, but that's almost certainly worse. You'd need those palignrs all the time, not just at the ends.
I think extra complexity / narrower loads/stores at the ends of rows is just going to give out-of-order execution something to do. For large problem sizes, you'll spend most of the time doing 16B at a time in the inner loop. This will probably bottleneck on memory, so less memory-intensive work at the ends of rows is basically free as long as out-of-order execution keeps pulling cache-lines from memory as fast as possible.
So triangular matrices are still good for this use case; keeping your working set dense and in contiguous memory seems good. Depending on what you're going to do next, this might or might not be ideal overall.

Is there any advantage to using pow(x,2) instead of x*x, with x double?

is there any advantage to using this code
double x;
double square = pow(x,2);
instead of this?
double x;
double square = x*x;
I prefer x*x and looking at my implementation (Microsoft) I find no advantages in pow because x*x is simpler than pow for the particular square case.
Is there any particular case where pow is superior?
FWIW, with gcc-4.2 on MacOS X 10.6 and -O3 compiler flags,
x = x * x;
and
y = pow(y, 2);
result in the same assembly code:
#include <cmath>
void test(double& x, double& y) {
x = x * x;
y = pow(y, 2);
}
Assembles to:
pushq %rbp
movq %rsp, %rbp
movsd (%rdi), %xmm0
mulsd %xmm0, %xmm0
movsd %xmm0, (%rdi)
movsd (%rsi), %xmm0
mulsd %xmm0, %xmm0
movsd %xmm0, (%rsi)
leave
ret
So as long as you're using a decent compiler, write whichever makes more sense to your application, but consider that pow(x, 2) can never be more optimal than the plain multiplication.
std::pow is more expressive if you mean x², x*x is more expressive if you mean x*x, especially if you are just coding down e.g. a scientific paper and readers should be able to understand your implementation vs. the paper. The difference is subtle maybe for x*x/x², but I think if you use named functions in general, it increases code expessiveness and readability.
On modern compilers, like e.g. g++ 4.x, std::pow(x,2) will be inlined, if it is not even a compiler-builtin, and strength-reduced to x*x. If not by default and you don't care about IEEE floating type conformance, check your compiler's manual for a fast math switch (g++ == -ffast-math).
Sidenote: It has been mentioned that including math.h increases program size. My answer was:
In C++, you #include <cmath>, not math.h. Also, if your compiler is not stone-old, it will increase your programs size only by what you are using (in the general case), and if your implementation of std::pow just inlines to corresponding x87 instructions, and a modern g++ will strength-reduce x² with x*x, then there is no relevant size-increase. Also, program size should never, ever dictate how expressive you make your code is.
A further advantage of cmath over math.h is that with cmath, you get a std::pow overload for each floating point type, whereas with math.h you get pow, powf, etc. in the global namespace, so cmath increases adaptability of code, especially when writing templates.
As a general rule: Prefer expressive and clear code over dubiously grounded performance and binary size reasoned code.
See also Knuth:
"We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil"
and Jackson:
The First Rule of Program Optimization: Don't do it. The Second Rule of Program Optimization (for experts only!): Don't do it yet.
Not only is x*x clearer it certainly will be at least as fast as pow(x,2).
This question touches on one of the key weaknesses of most implementations of C and C++ regarding scientific programming. After having switched from Fortran to C about twenty years, and later to C++, this remains one of those sore spots that occasionally makes me wonder whether that switch was a good thing to do.
The problem in a nutshell:
The easiest way to implement pow is Type pow(Type x; Type y) {return exp(y*log(x));}
Most C and C++ compilers take the easy way out.
Some might 'do the right thing', but only at high optimization levels.
Compared to x*x, the easy way out with pow(x,2) is extremely expensive computationally and loses precision.
Compare to languages aimed at scientific programming:
You don't write pow(x,y). These languages have a built-in exponentiation operator. That C and C++ have steadfastly refused to implement an exponentiation operator makes the blood of many scientific programmers programmers boil. To some diehard Fortran programmers, this alone is reason to never switch to C.
Fortran (and other languages) are required to 'do the right thing' for all small integer powers, where small is any integer between -12 and 12. (The compiler is non-compliant if it can't 'do the right thing'.) Moreover, they are required to do so with optimization off.
Many Fortran compilers also know how to extract some rational roots without resorting to the easy way out.
There is an issue with relying on high optimization levels to 'do the right thing'. I have worked for multiple organizations that have banned use of optimization in safety critical software. Memories can be very long (multiple decades long) after losing 10 million dollars here, 100 million there, all due to bugs in some optimizing compiler.
IMHO, one should never use pow(x,2) in C or C++. I'm not alone in this opinion. Programmers who do use pow(x,2) typically get reamed big time during code reviews.
In C++11 there is one case where there is an advantage to using x * x over std::pow(x,2) and that case is where you need to use it in a constexpr:
constexpr double mySqr( double x )
{
return x * x ;
}
As we can see std::pow is not marked constexpr and so it is unusable in a constexpr function.
Otherwise from a performance perspective putting the following code into godbolt shows these functions:
#include <cmath>
double mySqr( double x )
{
return x * x ;
}
double mySqr2( double x )
{
return std::pow( x, 2.0 );
}
generate identical assembly:
mySqr(double):
mulsd %xmm0, %xmm0 # x, D.4289
ret
mySqr2(double):
mulsd %xmm0, %xmm0 # x, D.4292
ret
and we should expect similar results from any modern compiler.
Worth noting that currently gcc considers pow a constexpr, also covered here but this is a non-conforming extension and should not be relied on and will probably change in later releases of gcc.
x * x will always compile to a simple multiplication. pow(x, 2) is likely to, but by no means guaranteed, to be optimised to the same. If it's not optimised, it's likely using a slow general raise-to-power math routine. So if performance is your concern, you should always favour x * x.
IMHO:
Code readability
Code robustness - will be easier to change to pow(x, 6), maybe some floating point mechanism for a specific processor is implemented, etc.
Performance - if there is a smarter and faster way to calculate this (using assembler or some kind of special trick), pow will do it. you won't.. :)
Cheers
I would probably choose std::pow(x, 2) because it could make my code refactoring easier. And it would make no difference whatsoever once the code is optimized.
Now, the two approaches are not identical. This is my test code:
#include<cmath>
double square_explicit(double x) {
asm("### Square Explicit");
return x * x;
}
double square_library(double x) {
asm("### Square Library");
return std::pow(x, 2);
}
The asm("text"); call simply writes comments to the assembly output, which I produce using (GCC 4.8.1 on OS X 10.7.4):
g++ example.cpp -c -S -std=c++11 -O[0, 1, 2, or 3]
You don't need -std=c++11, I just always use it.
First: when debugging (with zero optimization), the assembly produced is different; this is the relevant portion:
# 4 "square.cpp" 1
### Square Explicit
# 0 "" 2
movq -8(%rbp), %rax
movd %rax, %xmm1
mulsd -8(%rbp), %xmm1
movd %xmm1, %rax
movd %rax, %xmm0
popq %rbp
LCFI2:
ret
LFE236:
.section __TEXT,__textcoal_nt,coalesced,pure_instructions
.globl __ZSt3powIdiEN9__gnu_cxx11__promote_2IT_T0_NS0_9__promoteIS2_XsrSt12__is_integerIS2_E7__valueEE6__typeENS4_IS3_XsrS5_IS3_E7__valueEE6__typeEE6__typeES2_S3_
.weak_definition __ZSt3powIdiEN9__gnu_cxx11__promote_2IT_T0_NS0_9__promoteIS2_XsrSt12__is_integerIS2_E7__valueEE6__typeENS4_IS3_XsrS5_IS3_E7__valueEE6__typeEE6__typeES2_S3_
__ZSt3powIdiEN9__gnu_cxx11__promote_2IT_T0_NS0_9__promoteIS2_XsrSt12__is_integerIS2_E7__valueEE6__typeENS4_IS3_XsrS5_IS3_E7__valueEE6__typeEE6__typeES2_S3_:
LFB238:
pushq %rbp
LCFI3:
movq %rsp, %rbp
LCFI4:
subq $16, %rsp
movsd %xmm0, -8(%rbp)
movl %edi, -12(%rbp)
cvtsi2sd -12(%rbp), %xmm2
movd %xmm2, %rax
movq -8(%rbp), %rdx
movd %rax, %xmm1
movd %rdx, %xmm0
call _pow
movd %xmm0, %rax
movd %rax, %xmm0
leave
LCFI5:
ret
LFE238:
.text
.globl __Z14square_libraryd
__Z14square_libraryd:
LFB237:
pushq %rbp
LCFI6:
movq %rsp, %rbp
LCFI7:
subq $16, %rsp
movsd %xmm0, -8(%rbp)
# 9 "square.cpp" 1
### Square Library
# 0 "" 2
movq -8(%rbp), %rax
movl $2, %edi
movd %rax, %xmm0
call __ZSt3powIdiEN9__gnu_cxx11__promote_2IT_T0_NS0_9__promoteIS2_XsrSt12__is_integerIS2_E7__valueEE6__typeENS4_IS3_XsrS5_IS3_E7__valueEE6__typeEE6__typeES2_S3_
movd %xmm0, %rax
movd %rax, %xmm0
leave
LCFI8:
ret
But when you produce the optimized code (even at the lowest optimization level for GCC, meaning -O1) the code is just identical:
# 4 "square.cpp" 1
### Square Explicit
# 0 "" 2
mulsd %xmm0, %xmm0
ret
LFE236:
.globl __Z14square_libraryd
__Z14square_libraryd:
LFB237:
# 9 "square.cpp" 1
### Square Library
# 0 "" 2
mulsd %xmm0, %xmm0
ret
So, it really makes no difference unless you care about the speed of unoptimized code.
Like I said: it seems to me that std::pow(x, 2) more clearly conveys your intentions, but that is a matter of preference, not performance.
And the optimization seems to hold even for more complex expressions. Take, for instance:
double explicit_harder(double x) {
asm("### Explicit, harder");
return x * x - std::sin(x) * std::sin(x) / (1 - std::tan(x) * std::tan(x));
}
double implicit_harder(double x) {
asm("### Library, harder");
return std::pow(x, 2) - std::pow(std::sin(x), 2) / (1 - std::pow(std::tan(x), 2));
}
Again, with -O1 (the lowest optimization), the assembly is identical yet again:
# 14 "square.cpp" 1
### Explicit, harder
# 0 "" 2
call _sin
movd %xmm0, %rbp
movd %rbx, %xmm0
call _tan
movd %rbx, %xmm3
mulsd %xmm3, %xmm3
movd %rbp, %xmm1
mulsd %xmm1, %xmm1
mulsd %xmm0, %xmm0
movsd LC0(%rip), %xmm2
subsd %xmm0, %xmm2
divsd %xmm2, %xmm1
subsd %xmm1, %xmm3
movapd %xmm3, %xmm0
addq $8, %rsp
LCFI3:
popq %rbx
LCFI4:
popq %rbp
LCFI5:
ret
LFE239:
.globl __Z15implicit_harderd
__Z15implicit_harderd:
LFB240:
pushq %rbp
LCFI6:
pushq %rbx
LCFI7:
subq $8, %rsp
LCFI8:
movd %xmm0, %rbx
# 19 "square.cpp" 1
### Library, harder
# 0 "" 2
call _sin
movd %xmm0, %rbp
movd %rbx, %xmm0
call _tan
movd %rbx, %xmm3
mulsd %xmm3, %xmm3
movd %rbp, %xmm1
mulsd %xmm1, %xmm1
mulsd %xmm0, %xmm0
movsd LC0(%rip), %xmm2
subsd %xmm0, %xmm2
divsd %xmm2, %xmm1
subsd %xmm1, %xmm3
movapd %xmm3, %xmm0
addq $8, %rsp
LCFI9:
popq %rbx
LCFI10:
popq %rbp
LCFI11:
ret
Finally: the x * x approach does not require includeing cmath which would make your compilation ever so slightly faster all else being equal.