Fast multiplication/division by 2 for floats and doubles (C/C++) - c++

In the software I'm writing, I'm doing millions of multiplication or division by 2 (or powers of 2) of my values. I would really like these values to be int so that I could access the bitshift operators
int a = 1;
int b = a<<24
However, I cannot, and I have to stick with doubles.
My question is : as there is a standard representation of doubles (sign, exponent, mantissa), is there a way to play with the exponent to get fast multiplications/divisions by a power of 2?
I can even assume that the number of bits is going to be fixed (the software will work on machines that will always have 64 bits long doubles)
P.S : And yes, the algorithm mostly does these operations only. This is the bottleneck (it's already multithreaded).
Edit : Or am I completely mistaken and clever compilers already optimize things for me?
Temporary results (with Qt to measure time, overkill, but I don't care):
#include <QtCore/QCoreApplication>
#include <QtCore/QElapsedTimer>
#include <QtCore/QDebug>
#include <iostream>
#include <math.h>
using namespace std;
int main(int argc, char *argv[])
{
QCoreApplication a(argc, argv);
while(true)
{
QElapsedTimer timer;
timer.start();
int n=100000000;
volatile double d=12.4;
volatile double D;
for(unsigned int i=0; i<n; ++i)
{
//D = d*32; // 200 ms
//D = d*(1<<5); // 200 ms
D = ldexp (d,5); // 6000 ms
}
qDebug() << "The operation took" << timer.elapsed() << "milliseconds";
}
return a.exec();
}
Runs suggest that D = d*(1<<5); and D = d*32; run in the same time (200 ms) whereas D = ldexp (d,5); is much slower (6000 ms). I know that this is a micro benchmark, and that suddenly, my RAM has exploded because Chrome has suddenly asked to compute Pi in my back every single time I run ldexp(), so this benchmark is worth nothing. But I'll keep it nevertheless.
On the other had, I'm having trouble doing reinterpret_cast<uint64_t *> because there's a const violation (seems the volatile keyword interferes)

This is one of those highly-application specific things. It may help in some cases and not in others. (In the vast majority of cases, a straight-forward multiplication is still best.)
The "intuitive" way of doing this is just to extract the bits into a 64-bit integer and add the shift value directly into the exponent. (this will work as long as you don't hit NAN or INF)
So something like this:
union{
uint64 i;
double f;
};
f = 123.;
i += 0x0010000000000000ull;
// Check for zero. And if it matters, denormals as well.
Note that this code is not C-compliant in any way, and is shown just to illustrate the idea. Any attempt to implement this should be done directly in assembly or SSE intrinsics.
However, in most cases the overhead of moving the data from the FP unit to the integer unit (and back) will cost much more than just doing a multiplication outright. This is especially the case for pre-SSE era where the value needs to be stored from the x87 FPU into memory and then read back into the integer registers.
In the SSE era, the Integer SSE and FP SSE use the same ISA registers (though they still have separate register files). According the Agner Fog, there's a 1 to 2 cycle penalty for moving data between the Integer SSE and FP SSE execution units. So the cost is much better than the x87 era, but it's still there.
All-in-all, it will depend on what else you have on your pipeline. But in most cases, multiplying will still be faster. I've run into this exact same problem before so I'm speaking from first-hand experience.
Now with 256-bit AVX instructions that only support FP instructions, there's even less of an incentive to play tricks like this.

How about ldexp?
Any half-decent compiler will generate optimal code on your platform.
But as #Clinton points out, simply writing it in the "obvious" way should do just as well. Multiplying and dividing by powers of two is child's play for a modern compiler.
Directly munging the floating point representation, besides being non-portable, will almost certainly be no faster (and might well be slower).
And of course, you should not waste time even thinking about this question unless your profiling tool tells you to. But the kind of people who listen to this advice will never need it, and the ones who need it will never listen.
[update]
OK, so I just tried ldexp with g++ 4.5.2. The cmath header inlines it as a call to __builtin_ldexp, which in turn...
...emits a call to the libm ldexp function. I would have thought this builtin would be trivial to optimize, but I guess the GCC developers never got around to it.
So, multiplying by 1 << p is probably your best bet, as you have discovered.

You can pretty safely assume IEEE 754 formatting, the details of which can get pretty gnarley (esp. when you get into subnormals). In the common cases, however, this should work:
const int DOUBLE_EXP_SHIFT = 52;
const unsigned long long DOUBLE_MANT_MASK = (1ull << DOUBLE_EXP_SHIFT) - 1ull;
const unsigned long long DOUBLE_EXP_MASK = ((1ull << 63) - 1) & ~DOUBLE_MANT_MASK;
void unsafe_shl(double* d, int shift) {
unsigned long long* i = (unsigned long long*)d;
if ((*i & DOUBLE_EXP_MASK) && ((*i & DOUBLE_EXP_MASK) != DOUBLE_EXP_MASK)) {
*i += (unsigned long long)shift << DOUBLE_EXP_SHIFT;
} else if (*i) {
*d *= (1 << shift);
}
}
EDIT: After doing some timing, this method is oddly slower than the double method on my compiler and machine, even stripped to the minimum executed code:
double ds[0x1000];
for (int i = 0; i != 0x1000; i++)
ds[i] = 1.2;
clock_t t = clock();
for (int j = 0; j != 1000000; j++)
for (int i = 0; i != 0x1000; i++)
#if DOUBLE_SHIFT
ds[i] *= 1 << 4;
#else
((unsigned int*)&ds[i])[1] += 4 << 20;
#endif
clock_t e = clock();
printf("%g\n", (float)(e - t) / CLOCKS_PER_SEC);
In the DOUBLE_SHIFT completes in 1.6 seconds, with an inner loop of
movupd xmm0,xmmword ptr [ecx]
lea ecx,[ecx+10h]
mulpd xmm0,xmm1
movupd xmmword ptr [ecx-10h],xmm0
Versus 2.4 seconds otherwise, with an inner loop of:
add dword ptr [ecx],400000h
lea ecx, [ecx+8]
Truly unexpected!
EDIT 2: Mystery solved! One of the changes for VC11 is now it always vectorizes floating point loops, effectively forcing /arch:SSE2, though VC10, even with /arch:SSE2 is still worse with 3.0 seconds with an inner loop of:
movsd xmm1,mmword ptr [esp+eax*8+38h]
mulsd xmm1,xmm0
movsd mmword ptr [esp+eax*8+38h],xmm1
inc eax
VC10 without /arch:SSE2 (even with /arch:SSE) is 5.3 seconds... with 1/100th of the iterations!!, inner loop:
fld qword ptr [esp+eax*8+38h]
inc eax
fmul st,st(1)
fstp qword ptr [esp+eax*8+30h]
I knew the x87 FP stack was aweful, but 500 times worse is kinda ridiculous. You probably won't see these kinds of speedups converting, i.e. matrix ops to SSE or int hacks, since this is the worst case loading into the FP stack, doing one op, and storing from it, but it's a good example for why x87 is not the way to go for anything perf. related.

The fastest way to do this is probably:
x *= (1 << p);
This sort of thing may simply be done by calling an machine instruction to add p to the exponent. Telling the compiler to instead extract the some bits with a mask and doing something manually to it will probably make things slower, not faster.
Remember, C/C++ is not assembly language. Using a bitshift operator does not necessarily compile to a bitshift assembly operation, not does using multiplication necessarily compile to multiplication. There's all sorts of weird and wonderful things going on like what registers are being used and what instructions can be run simultaneously which I'm not smart enough to understand. But your compiler, with many man years of knowledge and experience and lots of computational power, is much better at making these judgements.
p.s. Keep in mind, if your doubles are in an array or some other flat data structure, your compiler might be really smart and use SSE to multiple 2, or even 4 doubles at the same time. However, doing a lot of bit shifting is probably going to confuse your compiler and prevent this optimisation.

Since c++17 you can also use hexadecimal floating literals. That way you can multiply by higher powers of 2. For instance:
d *= 0x1p64;
will multiply d by 2^64. I use it to implement my fast integer arithmetic in a conversion to double.

What other operations does this algorithm require? You might be able to break your floats into int pairs (sign/mantissa and magnitude), do your processing, and reconstitute them at the end.

Multiplying by 2 can be replaced by an addition: x *= 2 is equivalent to x += x.
Division by 2 can be replaced by multiplication by 0.5. Multiplication is usually significantly faster than division.

Although there is little/no practical benefit to treating powers of two specially for float of double types there is a case for this for double-double types. Double-double multiplication and division is complicated in general but is trivial for multiplying and dividing by a power of two.
E.g. for
typedef struct {double hi; double lo;} doubledouble;
doubledouble x;
x.hi*=2, x.lo*=2; //multiply x by 2
x.hi/=2, x.lo/=2; //divide x by 2
In fact I have overloaded << and >> for doubledouble so that it's analogous to integers.
//x is a doubledouble type
x << 2 // multiply x by four;
x >> 3 // divide x by eight.

Depending on what you're multiplying, if you have data that is recurring enough, a look up table might provide better performance, at the expense of memory.

Related

Signed overflow in C++ and undefined behaviour (UB)

I'm wondering about the use of code like the following
int result = 0;
int factor = 1;
for (...) {
result = ...
factor *= 10;
}
return result;
If the loop is iterated over n times, then factor is multiplied by 10 exactly n times. However, factor is only ever used after having been multiplied by 10 a total of n-1 times. If we assume that factor never overflows except on the last iteration of the loop, but may overflow on the last iteration of the loop, then should such code be acceptable? In this case, the value of factor would provably never be used after the overflow has happened.
I'm having a debate on whether code like this should be accepted. It would be possible to put the multiplication inside an if-statement and just not do the multiplication on the last iteration of the loop when it can overflow. The downside is that it clutters the code and adds an unnecessary branch that would need to check for on all the previous loop iterations. I could also iterate over the loop one fewer time and replicate the loop body once after the loop, again, this complicates the code.
The actual code in question is used in a tight inner-loop that consumes a large chunk of the total CPU time in a real-time graphics application.
Compilers do assume that a valid C++ program does not contain UB. Consider for example:
if (x == nullptr) {
*x = 3;
} else {
*x = 5;
}
If x == nullptr then dereferencing it and assigning a value is UB. Hence the only way this could end in a valid program is when x == nullptr will never yield true and the compiler can assume under the as if rule, the above is equivalent to:
*x = 5;
Now in your code
int result = 0;
int factor = 1;
for (...) { // Loop until factor overflows but not more
result = ...
factor *= 10;
}
return result;
The last multiplication of factor cannot happen in a valid program (signed overflow is undefined). Hence also the assignment to result cannot happen. As there is no way to branch before the last iteration also the previous iteration cannot happen. Eventually, the part of code that is correct (i.e., no undefined behaviour ever happens) is:
// nothing :(
The behaviour of int overflow is undefined.
It doesn't matter if you read factor outside the loop body; if it has overflowed by then then the behaviour of your code on, after, and somewhat paradoxically before the overflow is undefined.
One issue that might arise in keeping this code is that compilers are getting more and more aggressive when it comes to optimisation. In particular they are developing a habit where they assume that undefined behaviour never happens. For this to be the case, they may remove the for loop altogether.
Can't you use an unsigned type for factor although then you'd need to worry about unwanted conversion of int to unsigned in expressions containing both?
It might be insightful to consider real-world optimizers. Loop unrolling is a known technique. The basic idea of loop unrolling is that
for (int i = 0; i != 3; ++i)
foo()
might be better implemented behind the scenes as
foo()
foo()
foo()
This is the easy case, with a fixed bound. But modern compilers can also do this
for variable bounds:
for (int i = 0; i != N; ++i)
foo();
becomes
__RELATIVE_JUMP(3-N)
foo();
foo();
foo();
Obviously this only works if the compiler knows that N<=3. And that's where we get back to the original question:
int result = 0;
int factor = 1;
for (...) {
result = ...
factor *= 10;
}
return result;
Because the compiler knows that signed overflow does not occur, it knows that the loop can execute a maximum of 9 times on 32 bits architectures. 10^10 > 2^32. It can therefore do a 9 iteration loop unroll. But the intended maximum was 10 iterations !.
What might happen is that you get a relative jump to a assembly instruction (9-N) with N==10, so an offset of -1, which is the jump instruction itself. Oops. This is a perfectly valid loop optimization for well-defined C++, but the example given turns into a tight infinite loop.
Any signed integer overflow results in undefined behaviour, regardless of whether or not the overflowed value is or might be read.
Maybe in your use-case you can to lift the first iteration out of the loop, turning this
int result = 0;
int factor = 1;
for (int n = 0; n < 10; ++n) {
result += n + factor;
factor *= 10;
}
// factor "is" 10^10 > INT_MAX, UB
into this
int factor = 1;
int result = 0 + factor; // first iteration
for (int n = 1; n < 10; ++n) {
factor *= 10;
result += n + factor;
}
// factor is 10^9 < INT_MAX
With optimization enabled, the compiler might unroll the second loop above into one conditional jump.
This is UB; in ISO C++ terms the entire behaviour of the entire program is completely unspecified for an execution that eventually hits UB. The classic example is as far as the C++ standard cares, it can make demons fly out of your nose. (I recommend against using an implementation where nasal demons are a real possibility). See other answers for more details.
Compilers can "cause trouble" at compile time for paths of execution they can see leading to compile-time-visible UB, e.g. assume those basic blocks are never reached.
See also What Every C Programmer Should Know About Undefined Behavior (LLVM blog). As explained there, signed-overflow UB lets compilers prove that for(... i <= n ...) loops are not infinite loops, even for unknown n. It also lets them "promote" int loop counters to pointer width instead of redoing sign-extension. (So the consequence of UB in that case could be accessing outside the low 64k or 4G elements of an array, if you were expecting signed wrapping of i into its value range.)
In some cases compilers will emit an illegal instruction like x86 ud2 for a block that provably causes UB if ever executed. (Note that a function might not ever be called, so compilers can't in general go berserk and break other functions, or even possible paths through a function that don't hit UB. i.e. the machine code it compiles to must still work for all inputs that don't lead to UB.)
Probably the most efficient solution is to manually peel the last iteration so the unneeded factor*=10 can be avoided.
int result = 0;
int factor = 1;
for (... i < n-1) { // stop 1 iteration early
result = ...
factor *= 10;
}
result = ... // another copy of the loop body, using the last factor
// factor *= 10; // and optimize away this dead operation.
return result;
Or if the loop body is large, consider simply using an unsigned type for factor. Then you can let the unsigned multiply overflow and it will just do well-defined wrapping to some power of 2 (the number of value bits in the unsigned type).
This is fine even if you use it with signed types, especially if your unsigned->signed conversion never overflows.
Conversion between unsigned and 2's complement signed is free (same bit-pattern for all values); the modulo wrapping for int -> unsigned specified by the C++ standard simplifies to just using the same bit-pattern, unlike for one's complement or sign/magnitude.
And unsigned->signed is similarly trivial, although it is implementation-defined for values larger than INT_MAX. If you aren't using the huge unsigned result from the last iteration, you have nothing to worry about. But if you are, see Is conversion from unsigned to signed undefined?. The value-doesn't-fit case is implementation-defined, which means that an implementation must pick some behaviour; sane ones just truncate (if necessary) the unsigned bit pattern and use it as signed, because that works for in-range values the same way with no extra work. And it's definitely not UB. So big unsigned values can become negative signed integers. e.g. after int x = u; gcc and clang don't optimize away x>=0 as always being true, even without -fwrapv, because they defined the behaviour.
If you can tolerate a few additional assembly instructions in the loop, instead of
int factor = 1;
for (int j = 0; j < n; ++j) {
...
factor *= 10;
}
you can write:
int factor = 0;
for (...) {
factor = 10 * factor + !factor;
...
}
to avoid the last multiplication. !factor will not introduce a branch:
xor ebx, ebx
L1:
xor eax, eax
test ebx, ebx
lea edx, [rbx+rbx*4]
sete al
add ebp, 1
lea ebx, [rax+rdx*2]
mov edi, ebx
call consume(int)
cmp r12d, ebp
jne .L1
This code
int factor = 0;
for (...) {
factor = factor ? 10 * factor : 1;
...
}
also results in branchless assembly after optimization:
mov ebx, 1
jmp .L1
.L2:
lea ebx, [rbx+rbx*4]
add ebx, ebx
.L1:
mov edi, ebx
add ebp, 1
call consume(int)
cmp r12d, ebp
jne .L2
(Compiled with GCC 8.3.0 -O3)
You didn't show what's in the parentheses of the for statement, but I'm going to assume it's something like this:
for (int n = 0; n < 10; ++n) {
result = ...
factor *= 10;
}
You can simply move the counter increment and loop termination check into the body:
for (int n = 0; ; ) {
result = ...
if (++n >= 10) break;
factor *= 10;
}
The number of assembly instructions in the loop will remain the same.
Inspired by Andrei Alexandrescu's presentation "Speed Is Found In The Minds of People".
Consider the function:
unsigned mul_mod_65536(unsigned short a, unsigned short b)
{
return (a*b) & 0xFFFFu;
}
According to the published Rationale, the authors of the Standard would have expected that if this function were invoked on (e.g.) a commonplace 32-bit computer with arguments of 0xC000 and 0xC000, promoting the operands of * to signed int would cause the computation to yield -0x10000000, which when converted to unsigned would yield 0x90000000u--the same answer as if they had made unsigned short promote to unsigned. Nonetheless, gcc will sometimes optimize that function in ways that would behave nonsensically if an overflow occurs. Any code where some combination of inputs could cause an overflow must be processed with -fwrapv option unless it would be acceptable to allow creators of deliberately-malformed input to execute arbitrary code of their choosing.
Why not this:
int result = 0;
int factor = 10;
for (...) {
factor *= 10;
result = ...
}
return result;
There are many different faces of Undefined Behavior, and what's acceptable depends on the usage.
tight inner-loop that consumes a large chunk of the total CPU time in a real-time graphics application
That, by itself, is a bit of an unusual thing, but be that as it may... if this is indeed the case, then the UB is most probably within the realm "allowable, acceptable". Graphics programming is notorious for hacks and ugly stuff. As long as it "works" and it doesn't take longer than 16.6ms to produce a frame, usually, nobody cares. But still, be aware of what it means to invoke UB.
First, there is the standard. From that point of view, there's nothing to discuss and no way to justify, your code is simply invalid. There are no ifs or whens, it just isn't a valid code. You might as well say that's middle-finger-up from your point of view, and 95-99% of the time you'll be good to go anyway.
Next, there's the hardware side. There are some uncommon, weird architectures where this is a problem. I'm saying "uncommon, weird" because on the one architecture that makes up 80% of all computers (or the two architectures that together make up 95% of all computers) overflow is a "yeah, whatever, don't care" thing on the hardware level. You sure do get a garbage (although still predictable) result, but no evil things happen.
That is not the case on every architecture, you might very well get a trap on overflow (though seeing how you speak of a graphics application, the chances of being on such an odd architecture are rather small). Is portability an issue? If it is, you may want to abstain.
Last, there is the compiler/optimizer side. One reason why overflow is undefined is that simply leaving it at that was easiest to cope with hardware once upon a time. But another reason is that e.g. x+1 is guaranteed to always be larger than x, and the compiler/optimizer can exploit this knowledge. Now, for the previously mentioned case, compilers are indeed known to act this way and simply strip out complete blocks (there existed a Linux exploit some years ago which was based on the compiler having dead-stripped some validation code because of exactly this).
For your case, I would seriously doubt that the compiler does some special, odd, optimizations. However, what do you know, what do I know. When in doubt, try it out. If it works, you are good to go.
(And finally, there's of course code audit, you might have to waste your time discussing this with an auditor if you're unlucky.)

How to let GCC compiler turn variable-division into mul(if faster)

int a, b;
scanf("%d %d", &a, &b);
printf("%d\n", (unsigned int)a/(unsigned char)b);
When compiling, I got
...
::00401C1E:: C70424 24304000 MOV DWORD PTR [ESP],403024 %d %d
::00401C25:: E8 36FFFFFF CALL 00401B60 scanf
::00401C2A:: 0FB64C24 1C MOVZX ECX,BYTE PTR [ESP+1C]
::00401C2F:: 8B4424 18 MOV EAX,[ESP+18]
::00401C33:: 31D2 XOR EDX,EDX
::00401C35:: F7F1 DIV ECX
::00401C37:: 894424 04 MOV [ESP+4],EAX
::00401C3B:: C70424 2A304000 MOV DWORD PTR [ESP],40302A %d\x0A
::00401C42:: E8 21FFFFFF CALL 00401B68 printf
Will it be faster if the DIV turn into MUL and use an array to store the mulvalue? If so, how to let the compiler do the optimization?
int main() {
uint a, s=0, i, t;
scanf("%d", &a);
diviuint aa = a;
t = clock();
for (i=0; i<1000000000; i++)
s += i/a;
printf("Result:%10u\n", s);
printf("Time:%12u\n", clock()-t);
return 0;
}
where diviuint(a) make a memory of 1/a and use multiple instead
Using s+=i/aa makes the speed 2 times of s+=i/a
You are correct that finding the multiplicative inverse may be worth it if integer division inside a loop is unavoidable. gcc and clang won't do this for you with run-time constants, though; only compile-time constants. It's too expensive (in code-size) for the compiler to do without being sure it's needed, and the perf gains aren't as big with non compile-time constants. (I'm not confident a speedup will always be possible, depending on how good integer division is on the target microarchitecture.)
Using a multiplicative inverse
If you can't transform things to pull the divide out of the loop, and it runs many iterations, and a significant increase in code-size is with the performance gain (e.g. you aren't bottlenecked on cache misses that hide the div latency), then you might get a speedup from doing for run-time constants what the compiler does for compile-time constants.
Note that different constants need different shifts of the high half of the full-multiply, and some constants need more different shifts than others. (Another way of saying that some of the shift-counts are zero for some constants). So non-compile-time-constant divide-by-multiplying code needs all the shifts, and the shift counts have to be variable-count. (On x86, this is more expensive than immediate-count shifts).
libdivide has an implementation of the necessary math. You can use it to do SIMD-vectorized division, or for scalar, I think. This will definitely provide a big speedup over unpacking to scalar and doing integer division there. I haven't used it myself.
(Intel SSE/AVX doesn't do integer-division in hardware, but provides a variety of multiplies, and fairly efficient variable-count shift instructions. For 16bit elements, there's an instruction that produces only the high half of the multiply. For 32bit elements, there's a widening multiply, so you'd need a shuffle with that.)
Anyway, you could use libdivide to vectorize that add loop, with a horizontal sum at the end.
Other ways to get the div out of the loop
for (i=0; i<1000000000; i++)
s += i/a;
In your example, you might get better results from using a uint128_t s accumulator and dividing by a outside the loop. A 64bit add/adc pair is pretty cheap. (It wouldn't give identical results, though, because integer division truncates instead of rounding to nearest.)
I think you can account for that by looping with i += a; tmp++, and doing s += tmp*a, to combine all the adds from iterations where i/a is the same. So s += 1 * a accounts for all the iterations from i = [a .. a*2-1]. Obviously that was just a trivial example, and looping more efficiently is usually not actually possible. It's off-topic for this question, but worth saying anyway: Look for big optimizations by re-structuring code or taking advantage of some math before trying to speed up doing the exact same thing faster. Speaking of math, you can use the sum(0..n) = n * (n+1) / 2 formula here, because we can factor a out of a*1 + a*2 + a*3 ... a*max. I may have an off-by-one here, but I'm confident a closed-form simple constant time calculation will give the same answer as the loop for any a:
uint32_t n = 1000000000 / a;
uint32_t s = a * n*(n+1)/2 + 1000000000 % a;
If you just needed i/a in a loop, it might be worth it to do something like:
// another optimization for an unlikely case
for (uint32_t i=0, remainder=0, i_over_a=0 ; i < n ; i++) {
// use i_over_a
++remainder;
if (remainder == a) { // if you don't need the remainder in the loop, it could save an insn or two to count down from a to 0 instead of up from 0 to a, e.g. on x86. But then you need a clever variable name other than remainder.
remainder = 0;
++i_over_a;
}
}
Again, this is unlikely: it only works if you're dividing the loop counter by a constant. However, it should work well. Either a is large so branch mispredicts will be infrequent, or a is (hopefully) small enough for a good branch predictor to recognize the repeating pattern of a-1 branches one way, then 1 branch the other way. The worst-case a value might be 33 or 65 or something, depending on microarchitecture. Branchless asm is probably possible but not worth it. e.g. handle ++i_over_a with an add-with-carry and a conditional move for zeroing. (e.g. x86 pseudo-code cmp a-1, remainder / cmovc remainder, 0 / adc i_over_a, 0. The b (below) condition is just CF==1, same as the c (carry) condition. The branchless asm would be simplified by decrementing from a to 0. (don't need a zeroed reg for cmov, and could have a in a reg instead of a-1))
Replacing DIV with MUL may make sense (but doesn't have to in all cases) when one of the values is known at compile time. When both are user inputs, you don't know what's the range, so all usual tricks will not work.
Basically you need to handle both a and b between INT_MAX and INT_MIN. There's no space left for scaling them up/down. Even if you wanted to extend them to larger types, it would probably take longer time just to invert b and check that the result will be consistent.
The only way to KNOW if div or mul is faster is by testing both in a benchmark [obviously, if you use your above code, you'd mostly measure the time of read/write of the inputs and results, not the actual divide instruction, so you need something where you can isolate the divide instruction(s) from the input and output].
My guess would be that on slightly older processors, mul is a bit faster, on modern processors, div will be as fast as, if not faster than, a lookup of 256 int values.
If you have ONE target system, then it's plausible to test this. If you have several different systems you want to run on, you will have to ensure the "improved code" is faster on at least some of them - and not significantly slower on the rest.
Note also that you would introduce a dependency, which may in itself slow down the sequence of operations - modern CPU's are pretty good at "hiding" latency as long as there are other instructions to execute [so you should use this in an "as realistic scenario as possible"].
There is a wrong assumption in the question. The multiplicative inverse of an integer greater than 1 is a fraction less than one. These don't exist in the world of integers. A lookup table doesn't work because you can't lookup what doesn't exist. Even if you "scale" the dividend the results will not be correct in the sense of being the same as an integer division. Take this example:
printf("%x %x\n", 0x10/0x9, 0x30/0x9);
// prints: 1 5
Assuming a multiplicative inverse existed, both terms are divided by the same divisor (9) so must have the same lookup table value (multiplicative inverse). Any fixed lookup value corresponding to the divisor (9) multiplied by an integer will be precisely 3 times greater in the second term relative to the first term. As you can see from the example, the result of an actual integer division is a 5, not a 3.
You can approximate things by using a scaled lookup table. For instance a lookup table that is the multiplicative inverse when the result is divided by 2^16. You would then multiply by the lookup table value and shift the result 16 bits to the right. Time consuming and requires a 1024 byte lookup table. Even so, this would not produce the same results as an integer divide. A compiler optimization is not going to produce "approximate" results of an integer division.

Getting the high half and low half of a full integer multiply

I start with three values A,B,C (unsigned 32bit integer). And i have to obtain two values D,E (unsigned 32 bit integer also). Where
D = high(A*C);
E = low(A*C) + high(B*C);
I expect that multiply of two 32bit uint produce 64bit result. "high" and "low" is just my covnention for mark the first 32 bits and the last 32 bits in 64bit result of multiply.
I try to obtain optimized code of some allready functional one. I have a short part of the code in huge loop which is just few command lines, however it consumes almost all of computational time (physical simulation for couple of hours computing). That's the reason why i try to optimized this little part and rest of the code could remain more "user-well-arranged".
There is some SSE instructions that are fit for compute mentioned routine. The gcc compiler probably do optimized work. However i do not reject an option to write some piece of code in SSE intructions directly, if it will be necessary.
Be patient with my low experience with SSE please. I will try to write an algorithm for SSE just symbolically. There will be probably some mistakes with ordering masks or understanding the structure.
Store four 32-bit integers into one 128-bit register in order: A,B,C,C.
Apply instruction (probably pmuludq) into mentioned 128-bit register which multiply pairs of 32-bit integeres and return pairs of 64-bit integers as result. So it shoudld calculate multiply of A*C and multiply of B*C simultaneously and return two 64-bit values.
I expect that i have new 128bit register values P,Q,R,S (four 32-bit blocs) where P,Q is 64-bit result of A*C and R,S is 64-bit result of B*C. Then i continue with rearrange values at register into order P,Q,0,R
Take first 64 bits P,Q and add second 64 bits 0,R. The result is a new 64 bits value.
Read first 32 bits of the result as D and last 32 bits of the result as E.
This algorithm should return correct values for E and D.
My question:
Is there a static code in c++ which generate similar SSE routine as mentioned 1-5 SSE algorithm? I preffer solutions with higher performance. If the algorithm is problematic for standart c++ commands, is there a way how to write an algorithm in SSE?
I use TDM-GCC 4.9.2 64-bit compiler.
(note: Question was modified after advice)
(note2: I have an inspiration in this http://sci.tuomastonteri.fi/programming/sse for using SSE for obtain better performance)
You don't need vectors for this unless you have multiple inputs to process in parallel. clang and gcc already do a good job of optimizing the "normal" way to write your code: cast to twice the size, multiply, then shift to get the high half. Compilers recognize this pattern.
They notice that the operands started out as 32bit, so the upper halves are all zero after casting to 64b. Thus, they can use x86's mul insn to do a 32b*32b->64b multiply, instead of doing a full extended-precision 64b multiply. In 64bit mode, they do the same thing with a __uint128_t version of your code.
Both of these functions compile to fairly good code (one mul or imul per multiply).. gcc -m32 doesn't support 128b types, but I won't get into that because 1. you only asked about full multiplies of 32bit values, and 2. you should always use 64bit code when you want something to run fast. If you are doing full-multiplies where the result doesn't fit in a register, clang will avoid a lot of extra mov instructions, because gcc is silly about this. This little test function made a good test-case for that gcc bug report.
That godbolt link includes a function that calls this in a loop, storing the result in an array. It auto-vectorizes with a bunch of shuffling, but still looks like a speedup if you have multiple inputs to process in parallel. A different output format might take less shuffling after the multiply, like maybe storing separate arrays for D and E.
I'm including the 128b version to show that compilers can handle this even when it's not trivial (e.g. just do a 64bit imul instruction to do a 64*64->64b multiply on the 32bit inputs, after zeroing any upper bits that might be sitting in the input registers on function entry.)
When targeting Haswell CPUs and newer, gcc and clang can use the mulx BMI2 instruction. (I used -mno-bmi2 -mno-avx2 in the godbolt link to keep the asm simpler. If you do have a Haswell CPU, just use -O3 -march=haswell.) mulx dest1, dest2, src1 does dest1:dest2 = rdx * src1 while mul src1 does rdx:rax = rax * src1. So mulx has two read-only inputs (one implicit: edx/rdx), and two write-only outputs. This lets compilers do full-multiplies with fewer mov instructions to get data into and out of the implicit registers for mul. This is only a small speedup, esp. since 64bit mulx has 4 cycle latency instead of 3, on Haswell. (Strangely, 64bit mul and mulx are slightly cheaper than 32bit mul and mulx.)
// compiles to good code: you can and should do this sort of thing:
#include <stdint.h>
struct DE { uint32_t D,E; };
struct DE f_structret(uint32_t A, uint32_t B, uint32_t C) {
uint64_t AC = A * (uint64_t)C;
uint64_t BC = B * (uint64_t)C;
uint32_t D = AC >> 32; // high half
uint32_t E = AC + (BC >> 32); // We could cast to uint32_t before adding, but don't need to
struct DE retval = { D, E };
return retval;
}
#ifdef __SIZEOF_INT128__ // IDK the "correct" way to detect __int128_t support
struct DE64 { uint64_t D,E; };
struct DE64 f64_structret(uint64_t A, uint64_t B, uint64_t C) {
__uint128_t AC = A * (__uint128_t)C;
__uint128_t BC = B * (__uint128_t)C;
uint64_t D = AC >> 64; // high half
uint64_t E = AC + (BC >> 64);
struct DE64 retval = { D, E };
return retval;
}
#endif
If I understand it correctly, you want to compute number of potential overflows in A*B. If yes then you have 2 good options - the "use twice as big variable" (write 128bit math function for uint64 - it's not that hard (or wait for me to post it tomorrow)), and the "use floating point type":
(float(A)*float(B))/float(C)
as the loss of precision is minimal (assuming float is 4 bytes, double 8 bytes, and long double 16 bytes long) , and both float and uint32 require 4 bytes of memory (use double for uint64_t as it should be 8 bytes long):
#include <iostream>
#include <conio.h>
#include <stdint.h>
using namespace std;
int main()
{
uint32_t a(-1), b(-1);
uint64_t result1;
float result2;
result1 = uint64_t(a)*uint64_t(b)/4294967296ull; // >>32 would be faster and less memory consuming
result2 = float(a)*float(b)/4294967296.0f;
cout.precision(20);
cout<<result1<<'\n'<<result2;
getch();
return 0;
}
Produces:
4294967294
4294967296
But if you want really precise and correct answer I'd suggest using twice as big type for computing
Now that I think of it - you could use long double for uint64 and double for uint32 instead of writing function for uint64, but I don't think it's guaranteed that long double will be 128bit, and you'll have to check it. I'd go for more universal option.
EDIT:
You can write function to calculate that without using anything more
than A, B and result variable which would be of the same type as A.
Just add rightmost bit of (where Z equals B*(A>>pass_number&1)) Z<<0,
Z<<1, Z<<2 (...) Z<<X in first pass, Z<<-1, Z<<0, Z<<1 (...) Z<<(X-1)
for second (there should be X passes), while right shifting the result
by 1 (the just computed bit becomes irrelevant to us after it's
computed as it won't participate in calculation anymore, and it would
be erased anyway after dividing by 2^X (doing >>X)
(had to place in the "code" as I'm new here and couldn't find another way to prevent formatting script from eating half of it)
It's just a quick idea. You'll have to check it's correctness (sorry, but I'm really tired right now - but the result shouldn't overflow at any point of calculation, as the maximum carry would have value of 2X if I'm correct, and the algorithm itself seems to be good).
I will write code for that tomorrow if you'll still be in need of help.

Using SSE for vector initialzation

I am relative new to C++ (moved from Java for performance for my scientific app) and I know nothing about SSE. Still, I need to improve the very simple following code:
int myMax=INT_MAX;
int size=18000003;
vector<int> nodeCost(size);
/* init part */
for (int k=0;k<size;k++){
nodeCost[k]=myMax;
}
I have measured the time for the initialization part and it takes 13ms which is way too big for my scientific app (the entire algorithm runs in 22ms which means that the initialization takes 1/2 of the total time). Keep in mind that the initialization part will be repeated multiple times for the same vector.
As you see the size of the vector is not divided by 4. Is there a way to accelerate the initialization with SSE? Can you suggest how? Do I need to use arrays or SSE can be used with vectors as well?
Please, since I need your help let's all avoid a) "how did you measure the time" or b) "premature optimization is the root of all evil" which are both reasonable for you to ask but a) the measured time is correct b) I agree with it but I have no other choice. I do not want to parallelize the code with OpenMP, so SSE is the only fallback.
Thanks for your help
Use the vector's constructor:
std::vector<int> nodeCost(size, myMax);
This will most likely use an optimized "memset"-type of implementation to fill the vector.
Also tell your compiler to generate architecture-specific code (e.g. -march=native -O3 on GCC). On my x86_64 machine, this produces the following code for filling the vector:
L5:
add r8, 1 ;; increment counter
vmovdqa YMMWORD PTR [rax], ymm0 ;; magic, ymm contains the data, and eax...
add rax, 32 ;; ... the "end" pointer for the vector
cmp r8, rdi ;; loop condition, rdi holds the total size
jb .L5
The movdqa instruction, size-prefixed for 256-bit operations, copies 32 bytes to memory at once; it is part of the AVX instruction set.
Try std::fill first as already suggested, and then if that's still not fast enough you can go to SIMD if you really need to. Note that, depending on your CPU and memory sub-system, for large vectors such as this you may well hit your DRAM's maximum bandwidth and that could be the limiting factor. Anyway, here's a fairly simple SSE implementation:
#include <emmintrin.h>
const __m128i vMyMax = _mm_set1_epi32(myMax);
int * const pNodeCost = &nodeCost[0];
for (k = 0; k < size - 3; k += 4)
{
_mm_storeu_si128((__m128i *)&pNodeCost[k], vMyMax);
}
for ( ; k < size; ++k)
{
pNodeCost[k] = myMax;
}
This should work well on modern CPUs - for older CPUs you might need to handle the potential data misalignment better, i.e. use _mm_store_si128 rather than _mm_storeu_si128. E.g.
#include <emmintrin.h>
const __m128i vMyMax = _mm_set1_epi32(myMax);
int * const pNodeCost = &nodeCost[0];
for (k = 0; k < size && (((intptr_t)&pNodeCost[k] & 15ULL) != 0); ++k)
{ // initial scalar loop until we
pNodeCost[k] = myMax; // hit 16 byte alignment
}
for ( ; k < size - 3; k += 4) // 16 byte aligned SIMD loop
{
_mm_store_si128((__m128i *)&pNodeCost[k], vMyMax);
}
for ( ; k < size; ++k) // scalar loop to take care of any
{ // remaining elements at end of vector
pNodeCost[k] = myMax;
}
This is an extension of the ideas in Mats Petersson's comment.
If you really care about this, you need to improve your referential locality. Plowing through 72 megabytes of initialization, only to come back later to overwrite it, is extremely unfriendly to the memory hierarchy.
I do not know how to do this in straight C++, since std::vector always initializes itself. But you might try (1) using calloc and free to allocate the memory; and (2) interpreting the elements of the array as "0 means myMax and n means n-1". (I am assuming "cost" is non-negative. Otherwise you need to adjust this scheme a bit. The point is to avoid the explicit initialization.)
On a Linux system, this can help because calloc of a sufficiently large block does not need to explicitly zero the memory, since pages acquired directly from the kernel are already zeroed. Better yet, they only get mapped and zeroed the first time you touch them, which is very cache-friendly.
(On my Ubuntu 13.04 system, Linux calloc is smart enough not to explicitly initialize. If yours is not, you might have to do an mmap of /dev/zero to use this approach...)
Yes, this does mean every access to the array will involve adding/subtracting 1. (Although not for operations like "min" or "max".) Main memory is pretty darn slow by comparison, and simple arithmetic like this can often happen in parallel with whatever else you are doing, so there is a decent chance this could give you a big performance win.
Of course whether this helps will be platform dependent.

Is it possible to roll a significantly faster version of sqrt

In an app I'm profiling, I found that in some scenarios this function is able to take over 10% of total execution time.
I've seen discussion over the years of faster sqrt implementations using sneaky floating-point trickery, but I don't know if such things are outdated on modern CPUs.
MSVC++ 2008 compiler is being used, for reference... though I'd assume sqrt is not going to add much overhead though.
See also here for similar discussion on modf function.
EDIT: for reference, this is one widely-used method, but is it actually much quicker? How many cycles is SQRT anyway these days?
Yes, it is possible even without trickery:
sacrifice accuracy for speed: the sqrt algorithm is iterative, re-implement with fewer iterations.
lookup tables: either just for the start point of the iteration, or combined with interpolation to get you all the way there.
caching: are you always sqrting the same limited set of values? if so, caching can work well. I've found this useful in graphics applications where the same thing is being calculated for lots of shapes the same size, so results can be usefully cached.
Hello from 11 years in the future.
Considering this still gets occasional votes, I thought I'd add a note about performance, which now even more than then is dramatically limited by memory accesses. You absolutely must use a realistic benchmark (ideally, your whole application) when optimising something like this - the memory access patterns of your application will have a dramatic effect on solutions like lookup tables and caches, and just comparing 'cycles' for your optimised version will lead you wildly astray: it is also very difficult to assign program time to individual instructions, and your profiling tool may mislead you here.
On a related note, consider using simd/vectorised instructions for calculating square roots, like _mm512_sqrt_ps or similar, if they suit your use case.
Take a look at section 15.12.3 of intel's optimisation reference manual, which describes approximation methods, with vectorised instructions, which would probably translate pretty well to other architectures too.
There's a great comparison table here:
http://assemblyrequired.crashworks.org/timing-square-root/
Long story short, SSE2's ssqrts is about 2x faster than FPU fsqrt, and an approximation + iteration is about 4x faster than that (8x overall).
Also, if you're trying to take a single-precision sqrt, make sure that's actually what you're getting. I've heard of at least one compiler that would convert the float argument to a double, call double-precision sqrt, then convert back to float.
You're very likely to gain more speed improvements by changing your algorithms than by changing their implementations: Try to call sqrt() less instead of making calls faster. (And if you think this isn't possible - the improvements for sqrt() you mention are just that: improvements of the algorithm used to calculate a square root.)
Since it is used very often, it is likely that your standard library's implementation of sqrt() is nearly optimal for the general case. Unless you have a restricted domain (e.g., if you need less precision) where the algorithm can take some shortcuts, it's very unlikely someone comes up with an implementation that's faster.
Note that, since that function uses 10% of your execution time, even if you manage to come up with an implementation that only takes 75% of the time of std::sqrt(), this still will only bring your execution time down by 2,5%. For most applications users wouldn't even notice this, except if they use a watch to measure.
How accurate do you need your sqrt to be? You can get reasonable approximations very quickly: see Quake3's excellent inverse square root function for inspiration (note that the code is GPL'ed, so you may not want to integrate it directly).
Don't know if you fixed this, but I've read about it before, and it seems that the fastest thing to do is replace the sqrt function with an inline assembly version;
you can see a description of a load of alternatives here.
The best is this snippet of magic:
double inline __declspec (naked) __fastcall sqrt(double n)
{
_asm fld qword ptr [esp+4]
_asm fsqrt
_asm ret 8
}
It's about 4.7x faster than the standard sqrt call with the same precision.
Here is a fast way with a look up table of only 8KB. Mistake is ~0.5% of the result. You can easily enlarge the table, thus reducing the mistake. Runs about 5 times faster than the regular sqrt()
// LUT for fast sqrt of floats. Table will be consist of 2 parts, half for sqrt(X) and half for sqrt(2X).
const int nBitsForSQRTprecision = 11; // Use only 11 most sagnificant bits from the 23 of float. We can use 15 bits instead. It will produce less error but take more place in a memory.
const int nUnusedBits = 23 - nBitsForSQRTprecision; // Amount of bits we will disregard
const int tableSize = (1 << (nBitsForSQRTprecision+1)); // 2^nBits*2 because we have 2 halves of the table.
static short sqrtTab[tableSize];
static unsigned char is_sqrttab_initialized = FALSE; // Once initialized will be true
// Table of precalculated sqrt() for future fast calculation. Approximates the exact with an error of about 0.5%
// Note: To access the bits of a float in C quickly we must misuse pointers.
// More info in: http://en.wikipedia.org/wiki/Single_precision
void build_fsqrt_table(void){
unsigned short i;
float f;
UINT32 *fi = (UINT32*)&f;
if (is_sqrttab_initialized)
return;
const int halfTableSize = (tableSize>>1);
for (i=0; i < halfTableSize; i++){
*fi = 0;
*fi = (i << nUnusedBits) | (127 << 23); // Build a float with the bit pattern i as mantissa, and an exponent of 0, stored as 127
// Take the square root then strip the first 'nBitsForSQRTprecision' bits of the mantissa into the table
f = sqrtf(f);
sqrtTab[i] = (short)((*fi & 0x7fffff) >> nUnusedBits);
// Repeat the process, this time with an exponent of 1, stored as 128
*fi = 0;
*fi = (i << nUnusedBits) | (128 << 23);
f = sqrtf(f);
sqrtTab[i+halfTableSize] = (short)((*fi & 0x7fffff) >> nUnusedBits);
}
is_sqrttab_initialized = TRUE;
}
// Calculation of a square root. Divide the exponent of float by 2 and sqrt() its mantissa using the precalculated table.
float fast_float_sqrt(float n){
if (n <= 0.f)
return 0.f; // On 0 or negative return 0.
UINT32 *num = (UINT32*)&n;
short e; // Exponent
e = (*num >> 23) - 127; // In 'float' the exponent is stored with 127 added.
*num &= 0x7fffff; // leave only the mantissa
// If the exponent is odd so we have to look it up in the second half of the lookup table, so we set the high bit.
const int halfTableSize = (tableSize>>1);
const int secondHalphTableIdBit = halfTableSize << nUnusedBits;
if (e & 0x01)
*num |= secondHalphTableIdBit;
e >>= 1; // Divide the exponent by two (note that in C the shift operators are sign preserving for signed operands
// Do the table lookup, based on the quaternary mantissa, then reconstruct the result back into a float
*num = ((sqrtTab[*num >> nUnusedBits]) << nUnusedBits) | ((e + 127) << 23);
return n;
}