Auto vectorization Region of interest (crop) - c++

I have a library which has some image processing algorithms including a Region of Interest (crop) algorithm. When compiling with GCC, the auto vectorizer speeds up a lot of the code but worsens the performance of the Crop algorithm. Is there a way of flagging a certain loop to be ignored by the vectorizer or is there a better way of structuring the code for better performance?
for (RowIndex=0;RowIndex<Destination.GetRows();++RowIndex)
{
rowOffsetS = ((OriginY + RowIndex) * SizeX) + OriginX;
rowOffsetD = (RowIndex * Destination.GetColumns());
for (ColumnIndex=0;ColumnIndex<Destination.GetColumns();++ColumnIndex)
{
BufferSPtr=BufferS + rowOffsetS + ColumnIndex;
BufferDPtr=BufferD + rowOffsetD + ColumnIndex;
*BufferDPtr=*BufferSPtr;
}
}
Where
SizeX is the width of the source
OriginX is the left of the region of interest
OriginY is the top of the region of interest

I haven't found anything about changing the optimization flags for a loop, however according to the documentation you can use the attribute optimize (look here and here) on a function to override the optimization settings for that function somewhat like this:
void foo() __attribute__((optimize("O2", "inline-functions")))
If you want to change it for several functions, you can use #pragma GCC optimize to set it for all following functions (look here).
So you should be able to compile the function containing crop with a different set of optimization flags, omitting the auto-vectorization. That has the disadvantage of hardcoding the compilation flags for that function, but is the best I found.
With regards to restructuring for better performance the two points I already mentioned in the comments come to mind (assuming the ranges can't overlap):
declaring the pointers as __restrict to tell the compiler that they don't alias (the area pointed to by one pointer won't be accessed by any other means inside the function). The possibility of pointer aliasing is a major stumbling block for the optimizer, since it can't easily reorder the accesses if it doesn't know if writing to BufferD will change the contents of BufferS.
Replacing the inner loop with a call to copy:
std::copy(BufferS + rowOffsetS, BufferS + rowOffsetS + Destination.GetColumns(), BufferD + rowOffsetD);
The copy function is likely to be pretty well optimized (probably forwarding the arguments to memmove), so that might make your code faster, while also making your code shorter (always a plus).

Related

Code reordering due to optimization

I've heard so many times that an optimizer may reorder your code that I'm starting to believe it.
Are there any examples or typical cases where this might happen and how can I Avoid such a thing (eg I want a benchmark to be impervious to this)?
There are LOTS of different kinds of "code-motion" (moving code around), and it's caused by lots of different parts of the optimisation process:
move these instructions around, because it's a waste of time to wait for the memory read to complete without putting at least one or two instructions between the memory read and the operation using the content we got from memory
Move things out of loops, because it only needs to happen once (if you call x = sin(y) once or 1000 times without changing y, x will have the same value, so no point in doing that inside a loop. So compiler moves it out.
Move code around based on "compiler expects this code to hit more often than the other bit, so better cache-hit ratio if we do it this way" - for example error handling being moved away from the source of the error, because it's unlikely that you get an error [compilers often understand commonly used functions and that they typically result in success].
Inlining - code is moved from the actual function into the calling function. This often leads to OTHER effects such as reduction in pushing/poping registers from the stack and arguments can be kept where they are, rather than having to move them to the "right place for arguments".
I'm sure I've missed some cases in the above list, but this is certainly some of the most common.
The compiler is perfectly within its rights to do this, as long as it doesn't have any "observable difference" (other than the time it takes to run and the number of instructions used - those "don't count" in observable differences when it comes to compilers)
There is very little you can do to avoid compiler from reordering your code - you can write code that ensures the order to some degree. So for example, we can have code like this:
{
int sum = 0;
for(i = 0; i < large_number; i++)
sum += i;
}
Now, since sum isn't being used, the compiler can remove it. Adding some code that checks prints the sum would ensure that it's "used" according to the compiler.
Likewise:
for(i = 0; i < large_number; i++)
{
do_stuff();
}
if the compiler can figure out that do_stuff doesn't actually change any global value, or similar, it will move code around to form this:
do_stuff();
for(i = 0; i < large_number; i++)
{
}
The compiler may also remove - in fact almost certainly will - the, now, empty loop so that it doesn't exist at all. [As mentioned in the comments: If do_stuff doesn't actually change anything outside itself, it may also be removed, but the example I had in mind is where do_stuff produces a result, but the result is the same each time]
(The above happens if you remove the printout of results in the Dhrystone benchmark for example, since some of the loops calculate values that are never used other than in the printout - this can lead to benchmark results that exceed the highest theoretical throughput of the processor by a factor of 10 or so - because the benchmark assumes the instructions necessary for the loop were actually there, and says it took X nominal operations to execute each iteration)
There is no easy way to ensure this doesn't happen, aside from ensuring that do_stuff either updates some variable outside the function, or returns a value that is "used" (e.g. summing up, or something).
Another example of removing/omitting code is where you store values repeatedly to the same variable multiple times:
int x;
for(i = 0; i < large_number; i++)
x = i * i;
can be replaced with:
x = (large_number-1) * (large_number-1);
Sometimes, you can use volatile to ensure that something REALLY happens, but in a benchmark, that CAN be detrimental, since the compiler also can't optimise code that it SHOULD optimise (if you are not careful with the how you use volatile).
If you have some SPECIFIC code that you care particularly about, it would be best to post it (and compile it with several state of the art compilers, and see what they actually do with it).
[Note that moving code around is definitely not a BAD thing in general - I do want my compiler (whether it is the one I'm writing myself, or one that I'm using that was written by someone else) to make optimisation by moving code, because, as long as it does so correctly, it will produce faster/better code by doing so!]
Most of the time, reordering is only allowed in situations where the observable effects of the program are the same - this means you shouldn't be able to tell.
Counterexamples do exist, for example the order of operands is unspecified and an optimizer is free to rearrange things. You can't predict the order of these two function calls for example:
int a = foo() + bar();
Read up on sequence points to see what guarantees are made.

What can I reasonably expect a compiler to be able to inline?

Are there any general rules I can use for evaluating whether a modern compiler will inline a function? What is the relative cost of an extra stack frame (I know it's very small, but is there any way to generally quantify it - within an order of magnitude or so)?
I'm also particularly interested in:
Can a compiler inline methods defined in a cpp?
I know some compilers implement some optimizations even in debug (VS uses RVO in debug but not NRVO) - What's the situation for inlining? I would imagine that it's disabled so that we can see an expected call stack for debugging.
I'm currently trying to micro-optimize a memory tracking system, specifically ones that also apply without optimization enabled (in debug).
It's easy to predict and hard to predict. Simple expressions, like:
int a = b + (2 * c):
int d = e + (2 * c);
get optimized with the simplest optimizations (the (2 * c) "common subexpression" will only be computed once.
In C/C++, methods declared inlined generally will be (though not always).
Trickier are loop optimizations and the like. Eg,
for (int i = 1; i < n; i++) {
a = i + (2 * c);
}
the expression (2 * c) will usually get pulled out of the loop, in a compiler that does "global optimization", but not in one that does only "local optimization". And, of course, expressions can get much more complicated and convoluted.
Change the body of the above loop to a = i * (2 * c);, and you progress to a slightly higher level of global optimization known as "loop induction". A "smart" compiler will figure out to just add 2 * c (as precomputed) to a for each iteration through the loop, vs doing the (more expensive) multiply on each iteration.
And that's just scratching the surface.
But I have no idea what the Visual Studio compilers are capable of.

variables vs long algorithms

what are the differences between using these two algorithms. I've always wondered how I should be optimising things.How do they differ memory and speed wise? Is one better than the other? Aside from code clarity I mean.
this is the first version I had:
bool Intersects(BoundingSphere boundingSphere)
{
D3DXVECTOR3 vectorBetween = (centre - boundingSphere.centre);
// works out the distance between the sphere centre's using pythag
float distance = sqrt(
pow(vectorBetween.x, 2)
+ pow(vectorBetween.y, 2)
+ pow(vectorBetween.z, 2));
// if two radius's add to more than the distance between the centres
return (radius + boundingSphere.radius > distance);
}
This method is the same, but it doesn't hold any values in variables, it just uses one long calculation
bool Intersects(BoundingSphere boundingSphere)
{
return (radius + boundingSphere.radius >
(sqrt(pow((centre - boundingSphere.centre).x, 2) +
pow((centre - boundingSphere.centre).y, 2) +
pow((centre - boundingSphere.centre).z, 2))));
}
The two algorithms will, under proper optimization options, compile down to exactly the same code. Since the first is far more readable, it is undoubtedly the better of the two.
The correct way to optimize this code is not to get rid of the variables (the compiler can do that for you), but to get rid of the sqrt operation: just compare squared distances.
Which one is easier to maintain?
I think your first version is easier, since it breaks out the parts and makes the vectorBetween obvious, as you reuse that a couple of times.
Now, as to which one is faster... a smart compiler will probably figure out how to make both the same speed. Don't worry too much about that until you need to. We are talking about O(1) differences here anyways, so if you do do this in a tight loop, just test both versions. Then you will know which one is faster!
Do whichever is clearest for you. If there are performance problems,
try the other. Without more exact information concerning the type of
D3DXVECTOR3 and the return value of the operator- you're using and
any number of other factors, it's impossible to even make a guess as to
which is faster. And until you know that this code is critical, it
doesn't really matter.
The best you can hope for with the second variant is that the compiler will optimize it to do exactly the same as the first rather than computing the difference vector three times. In either case, the machine will need to store the intermediate results somewhere; it doesn't really matter whether that intermediate storage is a named C++ variable or an anonymous machine language pointer.
And of course this is premature micro-optimization and completely irrelevant compared to the better readability of the first variant.

Speedup C++ code

I am writing a C++ number crunching application, where the bottleneck is a function that has to calculate for double:
template<class T> inline T sqr(const T& x){return x*x;}
and another one that calculates
Base dist2(const Point& p) const
{ return sqr(x-p.x) + sqr(y-p.y) + sqr(z-p.z); }
These operations take 80% of the computation time. I wonder if you can suggest approaches to make it faster, even if there is some sort of accuracy loss
Thanks
First, make sure dist2 can be inlined (it's not clear from your post whether or not this is the case), having it defined in a header file if necessary (generally you'll need to do this - but if your compiler generates code at link time, then that's not necessarily the case).
Assuming x86 architecture, be sure to allow your compiler to generate code using SSE2 instructions (an example of an SIMD instruction set) if they are available on the target architecture. To give the compiler the best opportunity to optimize these, you can try to batch your sqr operations together (SSE2 instructions should be able to do up to 4 float or 2 double operations at a time depending on the instruction.. but of course it can only do this if you have the inputs to more than one operation on the ready). I wouldn't be too optimistic about the compiler's ability to figure out that it can batch them.. but you can at least set up your code so that it would be possible in theory.
If you're still not satisfied with the speed and you don't trust that your compiler is doing it best, you should look into using compiler intrinsics which will allow you to write potential parallel instructions explicitly.. or alternatively, you can go right ahead and write architecture-specific assembly code to take advantage of SSE2 or whichever instructions are most appropriate on your architecture. (Warning: if you hand-code the assembly, either take extra care that it still gets inlined, or make it into a large batch operation)
To take it even further, (and as glowcoder has already mentioned) you could perform these operations on a GPU. For your specific case, bear in mind that GPU's often don't support double precision floating point.. though if it's a good fit for what you're doing, you'll get orders of magnitude better performance this way. Google for GPGPU or whatnot and see what's best for you.
What is Base?
Is it a class with a non-explicit constructor? It's possible that you're creating a fair amount of temporary Base objects. That could be a big CPU hog.
template<class T> inline T sqr(const T& x){return x*x;}
Base dist2(const Point& p) const {
return sqr(x-p.x) + sqr(y-p.y) + sqr(z-p.z);
}
If p's member variables are of type Base, you could be calling sqr on Base objects, which will be creating temporaries for the subtracted coordinates, in sqr, and then for each added component.
(We can't tell without the class definitions)
You could probably speed it up by forcing the sqr calls to be on primitves and not using Base until you get to the return type of dist2.
Other performance improvement opportunities are to:
Use non-floating point operations, if you're ok with less precision.
Use algorithms which don't need to call dist2 so much, possibly caching or using the transitive property.
(this is probably obvious, but) Make sure you're compiling with optimization turned on.
I think optimising these functions might be difficult, you might be better off optimising the code that calls these functions to call them less, or to do things differently.
You don't say whether the calls to dist2 can be parallelised or not. If they can, then you could build a thread pool and split this work up into smaller chunks per thread.
What does your profiler tell you is happening inside dist2. Are you actually using 100% CPU all the time or are you cache missing and waiting for data to load?
To be honest, we really need more details to give you a definitive answer.
If sqr() is being used only on primitive types, you might try taking the argument by value instead of reference. That would save you an indirection.
If you can organise your data suitably then you may well be able to use SIMD optimisation here. For an efficient implementation you would probably want to pad your Point struct so that it has 4 elements (i.e. add a fourth dummy element for padding).
If you have a number of these to do, and you're doing graphics or "graphic like" tasks (thermal modeling, almost any 3d modeling) you might consider using OpenGL and offloading the tasks to a GPU. This would allow the computations to run in parallel, with highly optimized operational capacity. After all, you would expect something like distance or distancesq to have its own opcode on a GPU.
A researcher at a local univeristy offload almost all of his 3d-calculations for AI work to the GPU and achieved much faster results.
There are a lot of answers mentioning SSE already… but since nobody has mentioned how to use it, I'll throw another in…
Your code has most everything a vectorizer needs to work, except two constraints: aliasing and alignment.
Aliasing is the problem of two names referring two the same object. For example, my_point.dist2( my_point ) would operate on two copies of my_point. This messes with the vectorizer.
C99 defines the keyword restrict for pointers to specify that the referenced object is referenced uniquely: there will be no other restrict pointer to that object in the current scope. Most decent C++ compilers implement C99 as well, and import this feature somehow.
GCC calls it __restrict__. It may be applied to references or this.
MSVC calls it __restrict. I'd be surprised if support were any different from GCC.
(It is not in C++0x, though.)
#ifdef __GCC__
#define restrict __restrict__
#elif defined _MSC_VER
#define restrict __restrict
#endif
 
Base dist2(const Point& restrict p) const restrict
Most SIMD units require alignment to the size of the vector. C++ and C99 leave alignment implementation-defined, but C++0x wins this race by introducing [[align(16)]]. As that's still a bit in the future, you probably want your compiler's semi-portable support, a la restrict:
#ifdef __GCC__
#define align16 __attribute__((aligned (16)))
#elif defined _MSC_VER
#define align16 __declspec(align (16))
#endif
 
struct Point {
double align16 xyz[ 3 ]; // separate x,y,z might work; dunno
…
};
This isn't guaranteed to produce results; both GCC and MSVC implement helpful feedback to tell you what wasn't vectorized and why. Google your vectorizer to learn more.
If you really need all the dist2 values, then you have to compute them. It's already low level and cannot imagine speedups apart from distributing on multiple cores.
On the other side, if you're searching for closeness, then you can supply to the dist2() function your current miminum value. This way, if sqr(x-p.x) is already larger than your current minimum, you can avoid computing the remaining 2 squares.
Furthermore, you can avoid the first square by going deeper in the double representation. Comparing directly on the exponent value with your current miminum can save even more cycles.
Are you using Visual Studio? If so you may want to look at specifying the floating point unit control using /fp fast as a compile switch. Have a look at The fp:fast Mode for Floating-Point Semantics. GCC has a host of -fOPTION floating point optimisations you might want to consider (if, as you say, accuracy is not a huge concern).
I suggest two techniques:
Move the structure members into
local variables at the beginning.
Perform like operations together.
These techniques may not make a difference, but they are worth trying. Before making any changes, print the assembly language first. This will give you a baseline for comparison.
Here's the code:
Base dist2(const Point& p) const
{
// Load the cache with data values.
register x1 = p.x;
register y1 = p.y;
register z1 = p.z;
// Perform subtraction together
x1 = x - x1;
y1 = y - y1;
z1 = z - z2;
// Perform multiplication together
x1 *= x1;
y1 *= y1;
z1 *= z1;
// Perform final sum
x1 += y1;
x1 += z1;
// Return the final value
return x1;
}
The other alternative is to group by dimension. For example, perform all 'X' operations first, then Y and followed by Z. This may show the compiler that pieces are independent and it can delegate to another core or processor.
If you can't get any more performance out of this function, you should look elsewhere as other people have suggested. Also read up on Data Driven Design. There are examples where reorganizing the loading of data can speed up performance over 25%.
Also, you may want to investigate using other processors in the system. For example, the BOINC Project can delegate calculations to a graphics processor.
Hope this helps.
From an operation count, I don't see how this can be sped up without delving into hardware optimizations (like SSE) as others have pointed out. An alternative is to use a different norm, like the 1-norm is just the sum of the absolute values of the terms. Then no multiplications are necessary. However, this changes the underlying geometry of your space by rearranging the apparent spacing of the objects, but it may not matter for your application.
Floating point operations are quite often slower, maybe you can think about modifying the code to use only integer arithmetic and see if this helps?
EDIT: After the point made by Paul R I reworded my advice not to claim that floating point operations are always slower. Thanks.
Your best hope is to double-check that every dist2 call is actually needed: maybe the algorithm that calls it can be refactored to be more efficient? If some distances are computed multiple times, maybe they can be cached?
If you're sure all of the calls are necessary, you may be able to squeeze out a last drop of performance by using an architecture-aware compiler. I've had good results using Intel's compiler on x86s, for instance.
Just a few thoughts, however unlikely that I will add anything of value after 18 answers :)
If you are spending 80% time in these two functions I can imagine two typical scenarios:
Your algorithm is at least polynomial
As your data seem to be spatial maybe you can bring the O(n) down by introducing spatial indexes?
You are looping over certain set
If this set comes either from data on disk (sorted?) or from loop there might be possibility to cache, or use previous computations to calculate sqrt faster.
Also regarding the cache, you should define the required precision (and the input range) - maybe some sort of lookup/cache can be used?
(scratch that!!! sqr != sqrt )
See if the "Fast sqrt" is applicable in your case :
http://en.wikipedia.org/wiki/Fast_inverse_square_root
Look at the context. There's nothing you can do to optimize an operation as simple as x*x.
Instead you should look at a higher level: where is the function called from? How often? Why? Can you reduce the number of calls? Can you use SIMD instructions to perform the multiplication on multiple elements at a time?
Can you perhaps offload entire parts of the algorithm to the GPU?
Is the function defined so that it can be inlined? (basically, is its definition visible at the call sites)
Is the result needed immediately after the computation? If so, the latency of FP operations might hurt you. Try to arrange your code so dependency chains are broken up or interleaved with unrelated instructions.
And of course, examine the generated assembly and see if it's what you expect.
Is there a reason you are implementing your own sqr operator?
Have you tried the one in libm it should be highly optimized.
The first thing that occurs to me is memoization ( on-the-fly caching of function calls ), but both sqr and dist2 it would seem like they are too low level for the overhead associated with memoization to be made up for in savings due to memoization. However at a higher level, you may find it may work well for you.
I think a more detailed analysis of you data is called for. Saying that most of the time in the program is spent executing MOV and JUMp commands may be accurate, but it's not going to help yhou optimise much. The information is too low level. For example, if you know that integer arguments are good enough for dist2, and the values are between 0 and 9, then a pre-cached tabled would be 1000 elements--not to big. You can always use code to generate it.
Have you unrolled loops? Broken down matrix opration? Looked for places where you can get by with table lookup instead of actual calculation.
Most drastic would be to adopt the techniques described in:
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.115.8660&rep=rep1&type=pdf
though it is admittedly a hard read and you should get some help from someone who knows Common Lisp if you don't.
I'm curious why you made this a template when you said the computation is done using doubles?
Why not write a standard method, function, or just 'x * x' ?
If your inputs can be predictably constrained and you really need speed create an array that contains all the outputs your function can produce. Use the input as the index into the array (A sparse hash). A function evaluation then becomes a comparison (to test for array bounds), an addition, and a memory reference. It won't get a lot faster than that.
See the SUBPD, MULPD and DPPD instructions. (DPPD required SSE4)
Depends on your code, but in some cases a stucture-of-arrays layout might be more friendly to vectorization than an array-of-structures layout.

Force compiler to not optimize side-effect-less statements

I was reading some old game programming books and as some of you might know, back in that day it was usually faster to do bit hacks than do things the standard way. (Converting float to int, mask sign bit, convert back for absolute value, instead of just calling fabs(), for example)
Nowadays is almost always better to just use the standard library math functions, since these tiny things are hardly the cause of most bottlenecks anyway.
But I still want to do a comparison, just for curiosity's sake. So I want to make sure when I profile, I'm not getting skewed results. As such, I'd like to make sure the compiler does not optimize out statements that have no side effect, such as:
void float_to_int(float f)
{
int i = static_cast<int>(f); // has no side-effects
}
Is there a way to do this? As far as I can tell, doing something like i += 10 will still have no side-effect and as such won't solve the problem.
The only thing I can think of is having a global variable, int dummy;, and after the cast doing something like dummy += i, so the value of i is used. But I feel like this dummy operation will get in the way of the results I want.
I'm using Visual Studio 2008 / G++ (3.4.4).
Edit
To clarify, I would like to have all optimizations maxed out, to get good profile results. The problem is that with this the statements with no side-effect will be optimized out, hence the situation.
Edit Again
To clarify once more, read this: I'm not trying to micro-optimize this in some sort of production code.
We all know that the old tricks aren't very useful anymore, I'm merely curious how not useful they are. Just plain curiosity. Sure, life could go on without me knowing just how these old hacks perform against modern day CPU's, but it never hurts to know.
So telling me "these tricks aren't useful anymore, stop trying to micro-optimize blah blah" is an answer completely missing the point. I know they aren't useful, I don't use them.
Premature quoting of Knuth is the root of all annoyance.
Assignment to a volatile variable shold never be optimized away, so this might give you the result you want:
static volatile int i = 0;
void float_to_int(float f)
{
i = static_cast<int>(f); // has no side-effects
}
So I want to make sure when I profile, I'm not getting skewed results. As such, I'd like to make sure the compiler does not optimize out statements
You are by definition skewing the results.
Here's how to fix the problem of trying to profile "dummy" code that you wrote just to test: For profiling, save your results to a global/static array and print one member of the array to the output at the end of the program. The compiler will not be able to optimize out any of the computations that placed values in the array, but you'll still get any other optimizations it can put in to make the code fast.
In this case I suggest you make the function return the integer value:
int float_to_int(float f)
{
return static_cast<int>(f);
}
Your calling code can then exercise it with a printf to guarantee it won't optimize it out. Also make sure float_to_int is in a separate compilation unit so the compiler can't play any tricks.
extern int float_to_int(float f)
int sum = 0;
// start timing here
for (int i = 0; i < 1000000; i++)
{
sum += float_to_int(1.0f);
}
// end timing here
printf("sum=%d\n", sum);
Now compare this to an empty function like:
int take_float_return_int(float /* f */)
{
return 1;
}
Which should also be external.
The difference in times should give you an idea of the expense of what you're trying to measure.
What always worked on all compilers I used so far:
extern volatile int writeMe = 0;
void float_to_int(float f)
{
writeMe = static_cast<int>(f);
}
note that this skews results, boith methods should write to writeMe.
volatile tells the compiler "the value may be accessed without your notice", thus the compiler cannot omit the calculation and drop the result. To block propagiation of input constants, you might need to run them through an extern volatile, too:
extern volatile float readMe = 0;
extern volatile int writeMe = 0;
void float_to_int(float f)
{
writeMe = static_cast<int>(f);
}
int main()
{
readMe = 17;
float_to_int(readMe);
}
Still, all optimizations inbetween the read and the write can be applied "with full force". The read and write to the global variable are often good "fenceposts" when inspecting the generated assembly.
Without the extern the compiler may notice that a reference to the variable is never taken, and thus determine it can't be volatile. Technically, with Link Time Code Generation, it might not be enough, but I haven't found a compiler that agressive. (For a compiler that indeed removes the access, the reference would need to be passed to a function in a DLL loaded at runtime)
Compilers are unfortunately allowed to optimise as much as they like, even without any explicit switches, if the code behaves as if no optimisation takes place. However, you can often trick them into not doing so if you indicate that value might be used later, so I would change your code to:
int float_to_int(float f)
{
return static_cast<int>(f); // has no side-effects
}
As others have suggested, you will need to examine the assemnler output to check that this approach actually works.
You just need to skip to the part where you learn something and read the published Intel CPU optimisation manual.
These quite clearly state that casting between float and int is a really bad idea because it requires a store from the int register to memory followed by a load into a float register. These operations cause a bubble in the pipeline and waste many precious cycles.
a function call incurs quite a bit of overhead, so I would remove this anyway.
adding a dummy += i; is no problem, as long as you keep this same bit of code in the alternate profile too. (So the code you are comparing it against).
Last but not least: generate asm code. Even if you can not code in asm, the generated code is typically understandable since it will have labels and commented C code behind it. So you know (sortoff) what happens, and which bits are kept.
R
p.s. found this too:
inline float pslNegFabs32f(float x){
__asm{
fld x //Push 'x' into st(0) of FPU stack
fabs
fchs //change sign
fstp x //Pop from st(0) of FPU stack
}
return x;
}
supposedly also very fast. You might want to profile this too. (although it is hardly portable code)
Return the value?
int float_to_int(float f)
{
return static_cast<int>(f); // has no side-effects
}
and then at the call site, you can sum all the return values up, and print out the result when the benchmark is done. The usual way to do this is to somehow make sure you depend on the result.
You could use a global variable instead, but it seems like that'd generate more cache misses. Usually, simply returning the value to the caller (and making sure the caller actually does something with it) does the trick.
If you are using Microsoft's compiler - cl.exe, you can use the following statement to turn optimization on/off on a per-function level [link to doc].
#pragma optimize("" ,{ on |off })
Turn optimizations off for functions defined after the current line:
#pragma optimize("" ,off)
Turn optimizations back on:
#pragma optimize("" ,on)
For example, in the following image, you can notice 3 things.
Compiler optimizations flag is set - /O2, so code will get optimized.
Optimizations are turned off for first function - square(), and turned back on before square2() is defined.
Amount of assembly code generated for 1st function is higher. In second function there is no assembly code generated for int i = num; statement in code.
Thus while 1st function is not optimized, the second function is.
See https://godbolt.org/z/qJTBHg for link to this code on compiler explorer.
A similar directive exists for gcc too - https://gcc.gnu.org/onlinedocs/gcc/Function-Specific-Option-Pragmas.html
A micro-benchmark around this statement will not be representative of using this approach in a genuine scenerio; the surrounding instructions and their affect on the pipeline and cache are generally as important as any given statement in itself.
GCC 4 does a lot of micro-optimizations now, that GCC 3.4 has never done. GCC4 includes a tree vectorizer that turns out to do a very good job of taking advantage of SSE and MMX. It also uses the GMP and MPFR libraries to assist in optimizing calls to things like sin(), fabs(), etc., as well as optimizing such calls to their FPU, SSE or 3D Now! equivalents.
I know the Intel compiler is also extremely good at these kinds of optimizations.
My suggestion is to not worry about micro-optimizations like this - on relatively new hardware (anything built in the last 5 or 6 years), they're almost completely moot.
Edit: On recent CPUs, the FPU's fabs instruction is far faster than a cast to int and bit mask, and the fsin instruction is generally going to be faster than precalculating a table or extrapolating a Taylor series. A lot of the optimizations you would find in, for example, "Tricks of the Game Programming Gurus," are completely moot, and as pointed out in another answer, could potentially be slower than instructions on the FPU and in SSE.
All of this is due to the fact that newer CPUs are pipelined - instructions are decoded and dispatched to fast computation units. Instructions no longer run in terms of clock cycles, and are more sensitive to cache misses and inter-instruction dependencies.
Check the AMD and Intel processor programming manuals for all the gritty details.