Trouble understanding GPU disassembly - glsl

I'm trying to write a raycasting shader in GLSL, and it's being unbearably slow. So I installed AMD's "GPU Shader Analyzer", so I can look at what is actually generated. I've got it from 2 FPS up to 12, but that's still not fantastic.
I feel like I could improve it, but I'm stuck at three points.
Weird Underscores: I get what ADD R1.x, R0.x, -C6.x does; subtracts C6.x from R0.x, and stores it in R1.x. Similarly with ADD R4.x, R1.x, R2.w, R4.x; Multiply R1.x and R2.w, add on R4.x, and store in R4.x. But sometimes I get calls like MUL __, PV16.x, C1.x, and I can't figure out what the underscores mean.
Trailing "E"s: Usually my multiplications are turned into MUL a, b, c. But sometimes I see MUL_e a, b, c. This also happens with SQRT_e, RSQ_e and RCP_e.
Magic: I just plain don't get these instructions.
LOOP_DX10 i0 FAIL_JUMP_ADDR(10) VALID_PIX Begin loop. But what are the parameters?
ALU_BREAK: ADDR(48) CNT(3) No idea.
SETGT_INT R0.y, 350, R3.y My for loop has i < 350, but what're the others?
PREDNE_INT __, R0.y, 0.0f Maybe set i to 0? But why floating-point 0?
ALU_PUSH_BEFORE: ADDR(51) CNT(34) Push makes me think of the stack?
PREDGT __, R0.x, R3.x No clue.
JUMP POP_CNT(1) ADDR(8) VALID_PIX Unconditional jump, but what's POP_CNT?
ALU: ADDR(85) CNT(1) Whoosh.
BREAK ADDR(9) Jump to 9?
POP (1) ADDR(8) Removes the frame from the stack? Why 8?
ENDLOOP i0 PASS_JUMP_ADDR(2) Ends the loop starting with LOOP_DX10.
CNDE_INT R0.x, R2.z, 0.0f, 1065353216 x = q ? a : b, but I don't know which variable is which.
Could someone please explain these? I can't find any documentation for the first two, and I don't understand the docs for the last. I've never done any assembly before, unfortunately.

I've found this document and this document describing the assembly language, that explains some of the mnemonics you have found in the assembly.
At this level, the assembly is very specific to the hardware; since you have used AMD tools, I thought to look for AMD devices documents. I won't be surprised if NVIDIA uses a different instruction set.
Since you have marked the question with glsl, maybe you are on the wrong way. OpenGL Shading Language is used because portability, since it's an open-industry standard; instead, using assembly you couple the program with a specific graphics card family. For instance, my programs runs on Linux and Windows, and on a wide range of GPUs of NVIDIA, AMD and Intel (it was not easy, but satisfactory).
If you still want portability, and you are so brave to write GPU assembly, you can implement programs using ARB assembly (vertex and fragment), but I've never tried (and you gave me now a good inspiration to start another journey).

Related

C++ compiler optimization for complex equations

I have some equations that involve multiple operations that I would like to run as fast as possible. Since the c++ compiler breaks it down in to machine code anyway does it matter if I break it up to multiple lines like
A=4*B+4*C;
D=3*E/F;
G=A*D;
vs
G=12*E*(B+C)/F;
My need is more complex than this but the i think it conveys the idea. Also if this is in a function that gets called is in a loop, does defining double A, D cost CPU time vs putting it in as a class variable?
Using a modern compiler, Clang/Gcc/VC++/Intel, it won't really matter, the best thing you should do is worry about how readable your code will be and turn on optimizations, compiler designers are well aware of issues like these and design their compilers to (for the most part) optimize according.
If I were to say which would be slower I would assume the first way since there would be 3 mov instructions, I could be wrong. but this isn't something you should worry about too much.
If these variables are integers, that second code fragment is not a valid optimization of the first. For B=1, C=1, E=1, F=6, you have:
A=4*B+4*C; // 8
D=3*E/F; // 0
G=A*D; // 0
and
G=12*E*(B+C)/F; // 4
If floating point, then it really depends on what compiler, what compiler options, and what cpu you have.

glsl -= mad optimization

Question about GLSL MAD ("multiply and add") optimization.
According to this http://www.opengl.org/wiki/GLSL_Optimizations we should help GLSL compiler to optimize mad expressions. It's all clear form me with
result += x*y
It should looks like:
result = x*y + result
But what to do with -= ?
result -= x*y
If I wrote:
result = result - x*y
This will not be "multiply and add"
And if:
result = -x*y + result
Does it optimize it? I worry because of -x
Just want to clarify this thing to myself.
Just to add another resource:
http://www.humus.name/Articles/Persson_LowLevelThinking.pdf
is a good run-down of ways you can steer the compiler towards more optimal code.
The advice is not glsl-specific, but I thought of it when I saw your question because he does stress that you should write code which has a good chance of boiling down to MAD instuctions.
It is really hard to guess what a particular compiler/optimizer will do in any specific situation. With GLSL, you have the situation that there are lots of different implementations (and versions of them) out in the wild.
In general, I would expect that result += x*y would never lead to another optimization result than result = result + x*y - it is just syntactic sugar after all and not some different operation.
If you want to see what some compiler does for your code, I recommend you to have a look at AMD's shader analyzer which will show you the compiler results. Also, you can use nvidia's command line compiler from their CG toolkit, which also compiles GLSL. It will only output ARB assembly level vertex/fragment programs and not shouw you real instruction level code, but it will still allow you to see where the optimizer made a MAD out of your GLSL construct.

GLSL conditional penalties

I've written my first couple of GLSL programs for Processing (a visual language similar to Java that can load shaders) recently that make fractals. In the loop that handles the fractal code, I have an escape conditional that breaks if a point would tend to infinity.
It works fine and it is similar to how I generally write the code for non-GLSL. However someone told me that two paths are calculated every time a conditional is executed. I've had a hard time finding exactly how much of a penalty is caused by conditionals in GLSL.
Edit: To the best of my understanding in non-GLSL when an if is encountered a path is assumed. If the "correct" path was assumed everything is great. If the "wrong" path was assumed then "bad" work is discarded and instructions continue along the "correct" path. The penalty might be say 3 (or whatever number) of instructions. I want to know if there is some number (3 or whatever) of instructions that are the penalty or if both paths are calculated all the way through.
Here is the code if the explanation is not clear enough:
// Mandelbrot Set code
int i = 0;
float zr = x;
float zi = y;
for (; i < maxIterations; i++) {
float sqZr = zr*zr;
float sqZi = zi*zi;
float twoZri = 2.0*zr*zi;
zr = sqZr-sqZi+x;
zi = twoZri+y;
if (sqZr+sqZi > 16.0) break;
}
On old GPUs, both sides of an if() clause were executed and the correct result chosen at the end. On newer ones, this is only the case if the compiler thinks it would be more efficient. if() clauses are not free: the generic rule of thumb I have used for some time is: "if() costs 14 clock cycles" though the latest GPUs may be cheaper.
Why is this so? Because GPUs are stream processors, they want to have identical data-loading profiles for all pixels (especially for gradient values like texture colors or values from vertex registers). The principle of SIMD -- even when the devices are not strictly SIMD -- is usually the way to get the most performance from such devices.
When in doubt, see if you can use one of the NVIDIA perf analysis tools on your code, or just try writing the code (it's short!) a few different ways and comparing your performance for your specific GPU.
(BTW Processing is not Java-like: it's Java)

_ftol2_sse, are there faster options?

I have code which calls a lot of
int myNumber = (int)(floatNumber);
which takes up, in total, around 10% of my CPU time (according to profiler). While I could leave it at that, I wonder if there are faster options, so I tried searching around, and stumbled upon
http://devmaster.net/forums/topic/7804-fast-int-float-conversion-routines/
http://stereopsis.com/FPU.html
I tried implementing the Real2Int() function given there, but it gives me wrong results, and runs slower. Now I wonder, are there faster implementations to floor double / float values to integers, or is the SSE2 version as fast as it gets? The pages I found date back a bit, so it might just be outdated, and newer STL is faster at this.
The current implementation does:
013B1030 call _ftol2_sse (13B19A0h)
013B19A0 cmp dword ptr [___sse2_available (13B3378h)],0
013B19A7 je _ftol2 (13B19D6h)
013B19A9 push ebp
013B19AA mov ebp,esp
013B19AC sub esp,8
013B19AF and esp,0FFFFFFF8h
013B19B2 fstp qword ptr [esp]
013B19B5 cvttsd2si eax,mmword ptr [esp]
013B19BA leave
013B19BB ret
Related questions I found:
Fast float to int conversion and floating point precision on ARM (iPhone 3GS/4)
What is the fastest way to convert float to int on x86
Since both are old, or are ARM based, I wonder if there are current ways to do this. Note that it says the best conversion is one that doesn't happen, but I need to have it, so that will not be possible.
It's going to be hard to beat that if you are targeting generic x86 hardware. The runtime doesn't know for sure that the target machine has an SSE unit. If it did, it could do what the x64 compiler does and inline a cvttss2si opcode. But since the runtime has to check whether an SSE unit is available, you are left with the current implementation. That's what the implementation of ftol2_sse does. And what's more it passes the value in an x87 register and then transfers it to an SSE register if an SSE unit is available.
You could tell the x86 compiler to target machines that have SSE units. Then the compiler would indeed emit a simple cvttss2si opcode inline. That's going to be as fast as you can get. But if you run the code on an older machine then it will fail. Perhaps you could supply two versions, one for machines with SSE, and one for those without.
That's not going to gain you all that much. It's just going to avoid all the overhead of ftol2_sse that happens before you actually reach the cvttss2si opcode that does the work.
To change the compiler settings from the IDE, use Project > Properties > Configuration Properties > C/C++ > Code Generation > Enable Enhanced Instruction Set. On the command line it is /arch:SSE or /arch:SSE2.
For double I don't think you will be able to improve the results much but if you have a lot of floats to convert that using a packed conversion could help, the following is nasm code:
global _start
section .data
align 16
fv1: dd 1.1, 2.5, 2.51, 3.6
section .text
_start:
cvtps2dq xmm1, [fv1] ; Convert four 32-bit(single precision) floats to 32-bit(double word) integers and place the result in xmm1
There should be intrinsics code that allows you to do the same thing in an easier way but I am not as familiar with using intrinsics libraries. Although you are not using gcc this article Auto-vectorization with gcc 4.7 is an eye opener on how hard it can be to get the compiler to generate good vectorized code.
If you need speed and a large base of target machines, you'd better introduce a fast SSE version of all your algorithms, as well as a generic one -- and choose the algorithms to be executed at much higher level.
This would also mean that also the ABI is optimized for SSE; and that you can vectorize the calculation when available and that also the control logic is optimized for the architecture.
btw. even FLD; FIST sequence should take no longer than ~7 clock cycles on Pentium.

Using SSE instructions

I have a loop written in C++ which is executed for each element of a big integer array. Inside the loop, I mask some bits of the integer and then find the min and max values. I heard that if I use SSE instructions for these operations it will run much faster compared to a normal loop written using bitwise AND , and if-else conditions. My question is should I go for these SSE instructions? Also, what happens if my code runs on a different processor? Will it still work or these instructions are processor specific?
SSE instructions are processor specific. You can look up which processor supports which SSE version on wikipedia.
If SSE code will be faster or not depends on many factors: The first is of course whether the problem is memory-bound or CPU-bound. If the memory bus is the bottleneck SSE will not help much. Try simplifying your integer calculations, if that makes the code faster, it's probably CPU-bound, and you have a good chance of speeding it up.
Be aware that writing SIMD-code is a lot harder than writing C++-code, and that the resulting code is much harder to change. Always keep the C++ code up to date, you'll want it as a comment and to check the correctness of your assembler code.
Think about using a library like the IPP, that implements common low-level SIMD operations optimized for various processors.
SIMD, of which SSE is an example, allows you to do the same operation on multiple chunks of data. So, you won't get any advantage to using SSE as a straight replacement for the integer operations, you will only get advantages if you can do the operations on multiple data items at once. This involves loading some data values that are contiguous in memory, doing the required processing and then stepping to the next set of values in the array.
Problems:
1 If the code path is dependant on the data being processed, SIMD becomes much harder to implement. For example:
a = array [index];
a &= mask;
a >>= shift;
if (a < somevalue)
{
a += 2;
array [index] = a;
}
++index;
is not easy to do as SIMD:
a1 = array [index] a2 = array [index+1] a3 = array [index+2] a4 = array [index+3]
a1 &= mask a2 &= mask a3 &= mask a4 &= mask
a1 >>= shift a2 >>= shift a3 >>= shift a4 >>= shift
if (a1<somevalue) if (a2<somevalue) if (a3<somevalue) if (a4<somevalue)
// help! can't conditionally perform this on each column, all columns must do the same thing
index += 4
2 If the data is not contigous then loading the data into the SIMD instructions is cumbersome
3 The code is processor specific. SSE is only on IA32 (Intel/AMD) and not all IA32 cpus support SSE.
You need to analyse the algorithm and the data to see if it can be SSE'd and that requires knowing how SSE works. There's plenty of documentation on Intel's website.
This kind of problem is a perfect example of where a good low level profiler is essential. (Something like VTune) It can give you a much more informed idea of where your hotspots lie.
My guess, from what you describe is that your hotspot will probably be branch prediction failures resulting from min/max calculations using if/else. Therefore, using SIMD intrinsics should allow you to use the min/max instructions, however, it might be worth just trying to use a branchless min/max caluculation instead. This might achieve most of the gains with less pain.
Something like this:
inline int
minimum(int a, int b)
{
int mask = (a - b) >> 31;
return ((a & mask) | (b & ~mask));
}
If you use SSE instructions, you're obviously limited to processors that support these.
That means x86, dating back to the Pentium 2 or so (can't remember exactly when they were introduced, but it's a long time ago)
SSE2, which, as far as I can recall, is the one that offers integer operations, is somewhat more recent (Pentium 3? Although the first AMD Athlon processors didn't support them)
In any case, you have two options for using these instructions. Either write the entire block of code in assembly (probably a bad idea. That makes it virtually impossible for the compiler to optimize your code, and it's very hard for a human to write efficient assembler).
Alternatively, use the intrinsics available with your compiler (if memory serves, they're usually defined in xmmintrin.h)
But again, the performance may not improve. SSE code poses additional requirements of the data it processes. Mainly, the one to keep in mind is that data must be aligned on 128-bit boundaries. There should also be few or no dependencies between the values loaded into the same register (a 128 bit SSE register can hold 4 ints. Adding the first and the second one together is not optimal. But adding all four ints to the corresponding 4 ints in another register will be fast)
It may be tempting to use a library that wraps all the low-level SSE fiddling, but that might also ruin any potential performance benefit.
I don't know how good SSE's integer operation support is, so that may also be a factor that can limit performance. SSE is mainly targeted at speeding up floating point operations.
If you intend to use Microsoft Visual C++, you should read this:
http://www.codeproject.com/KB/recipes/sseintro.aspx
We have implemented some image processing code, similar to what you describe but on a byte array, In SSE. The speedup compared to C code is considerable, depending on the exact algorithm more than a factor of 4, even in respect to the Intel compiler. However, as you already mentioned you have the following drawbacks:
Portability. The code will run on every Intel-like CPU, so also AMD, but not on other CPUs. That is not a problem for us because we control the target hardware. Switching compilers and even to a 64 bit OS can also be a problem.
You have a steep learning curve, but I found that after you grasp the principles writing new algorithms is not that hard.
Maintainability. Most C or C++ programmers have no knowledge of assembly/SSE.
My advice to you will be to go for it only if you really need the performance improvement, and you can't find a function for your problem in a library like the intel IPP, and if you can live with the portability issues.
I can tell from my experince that SSE brings a huge (4x and up) speedup over a plain c version of the code (no inline asm, no intrinsics used) but hand-optimized assembler can beat Compiler-generated assembly if the compiler can't figure out what the programmer intended (belive me, compilers don't cover all possible code combinations and they never will).
Oh and, the compiler can't everytime layout the data that it runs at the fastest-possible speed.
But you need much experince for a speedup over an Intel-compiler (if possible).
SSE instructions were originally just on Intel chips, but recently (since Athlon?) AMD supports them as well, so if you do code against the SSE instruction set, you should be portable to most x86 procs.
That being said, it may not be worth your time to learn SSE coding unless you're already familiar with assembler on x86's - an easier option might be to check your compiler docs and see if there are options to allow the compiler to autogenerate SSE code for you. Some compilers do very well vectorizing loops in this way. (You're probably not surprised to hear that the Intel compilers do a good job of this :)
Write code that helps the compiler understand what you are doing. GCC will understand and optimize SSE code such as this:
typedef union Vector4f
{
// Easy constructor, defaulted to black/0 vector
Vector4f(float a = 0, float b = 0, float c = 0, float d = 1.0f):
X(a), Y(b), Z(c), W(d) { }
// Cast operator, for []
inline operator float* ()
{
return (float*)this;
}
// Const ast operator, for const []
inline operator const float* () const
{
return (const float*)this;
}
// ---------------------------------------- //
inline Vector4f operator += (const Vector4f &v)
{
for(int i=0; i<4; ++i)
(*this)[i] += v[i];
return *this;
}
inline Vector4f operator += (float t)
{
for(int i=0; i<4; ++i)
(*this)[i] += t;
return *this;
}
// Vertex / Vector
// Lower case xyzw components
struct {
float x, y, z;
float w;
};
// Upper case XYZW components
struct {
float X, Y, Z;
float W;
};
};
Just don't forget to have -msse -msse2 on your build parameters!
Although it is true that SSE is specific to some processors (SSE may be relatively safe, SSE2 much less in my experience), you can detect the CPU at runtime, and load the code dynamically depending on the target CPU.
SIMD intrinsics (such as SSE2) can speed this sort of thing up but take expertise to use correctly. They are very sensitive to alignment and pipeline latency; careless use can make performance even worse than it would have been without them. You'll get a much easier and more immediate speedup from simply using cache prefetching to make sure all your ints are in L1 in time for you to operate on them.
Unless your function needs a throughput of better than 100,000,000 integers per second, SIMD probably isn't worth the trouble for you.
Just to add briefly to what has been said before about different SSE versions being available on different CPUs: This can be checked by looking at the respective feature flags returned by the CPUID instruction (see e.g. Intel's documentation for details).
Have a look at inline assembler for C/C++, here is a DDJ article. Unless you are 100% certain your program will run on a compatible platform you should follow the recommendations many have given here.
I agree with the previous posters. Benefits can be quite large but to get it may require a lot of work. Intel documentation on these instructions is over 4K pages. You may want to check out EasySSE (c++ wrappers library over intrinsics + examples) free from Ocali Inc.
I assume my affiliation with this EasySSE is clear.
I don't recommend doing this yourself unless you're fairly proficient with assembly. Using SSE will, more than likely, require careful reorganization of your data, as Skizz points out, and the benefit is often questionable at best.
It would probably be much better for you to write very small loops and keep your data very tightly organized and just rely on the compiler doing this for you. Both the Intel C Compiler and GCC (since 4.1) can auto-vectorize your code, and will probably do a better job than you. (Just add -ftree-vectorize to your CXXFLAGS.)
Edit: Another thing I should mention is that several compilers support assembly intrinsics, which would probably, IMO, be easier to use than the asm() or __asm{} syntax.