Higher exponent in pow reduces instructions in shader? - hlsl

When I compile an HLSL shader with pow(foo, 6) or pow(foo, 8), the compiler creates assembly that has about 10 more instructions than if I create the same shader with pow(foo, 9) or pow(foo,10) or pow(foo,7).
Why is that?

Instructions or instruction slots?
The pow instruction takes three 3 slots, whereas the mul instruction takes only 1.
(Reference: instruction sets for: vs_2_0, ps_2_0, vs_3_0, ps_3_0)
When you are writing a shader you generally want to keep the instruction slot count down, because you have a limited number of instruction slots as defined by the shader model. It is also a reasonable way to approximate the computational complexity of your shader (ie: how fast it will run).
A power of 1 is obviously a no-op. A power of 2 requires one mul instruction. Powers of 3 and 4 can be done with two mul instructions. Powers of 5, 6, and 8 can be done with three mul instructions.
(I imagine the math behind this optimisation is explained by the link that Jim Lewis posted.)
The likely reason the compiler is choosing three mul instructions over a single pow instruction (both use the same number of instruction slots) is that the pow instruction with a constant exponent will also require the allocation of a constant register to store that exponent. Obviously using up three instruction slots and no constant registers is better than using up three slots and one constant register.
(Why you are getting 10 more instructions? I am not sure, it will depend on your shader code. The HLSL compiler does many weird and wonderful things in the name of optimisation.)
If you use the shader compiler (fxc) in the DirectX SDK with the options /Cc /Fc output.html, it will give you a nice assembly reading you can examine, including a count of the number of instruction slots used.

It might be doing some sort of exponentiation by squaring optimization, where the number of operations depends on the number of bits set to 1 in the exponent, and their positions. (That doesn't quite match what you're describing, though: you'd expect powers of two to be more efficient than exponents with more bits set, in a pure square-and-multiply implementation.)

Related

What is "MAX" referring to in the intel intrinsics documentation?

Within the intel intrinsics guide some operations are defined using a term "MAX". An example is __m256 _mm256_mask_permutexvar_ps (__m256 src, __mmask8 k, __m256i idx, __m256 a), which is defined as
FOR j := 0 to 7
i := j*32
id := idx[i+2:i]*32
IF k[j]
dst[i+31:i] := a[id+31:id]
ELSE
dst[i+31:i] := 0
FI
ENDFOR
dst[MAX:256] := 0
. Please take note of the last line within this definition: dst[MAX:256] := 0. What is MAX referring to and is this line even adding any valuable information? If I had to make assumptions, then MAX probably means the amount of bits within the vector, which is 256 in case of _mm256. This however does not seem to change anything for the definition of the operation and might as well have been omitted. But why is it there then?
This pseudo-code only makes sense for assembly documentation, where it was copied from, not for intrinsics. (HTML scrape of Intel's vol.2 PDF documenting the corresponding vpermps asm instruction.)
...
ENDFOR
DEST[MAXVL-1:VL] ← 0
(The same asm doc entry covers VL = 128, 256, and 512-bit versions, the vector width of the instruction.)
In asm, a YMM register is the low half of a ZMM register, and writing a YMM zeroes the upper bits out to the CPU's max supported vector width (just like writing EAX zero-extends into RAX).
The intrinsic you picked is for the masked version, so it requires AVX-512 (EVEX encoding), thus VLMAX is at least 5121. If the mask is a constant all-ones, it could get optimized to the AVX2 VEX encoding, but both still zero high bits of the full register out to VLMAX.
This is meaningless for intrinsics
The intrinsics API just has __m256 and __m512 types; an __m256 is not implicitly the low half of an __m512. You can use _mm512_castps256_ps512 to get a __m512 with your __m256 as the low half, but the API documentation says "the upper 256 bits of the result are undefined". So if you use it on a function arg, it doesn't force it to vmovaps ymm7, ymm0 or something to zero-extend into a ZMM register in case the caller left high garbage.
If you use _mm512_castps256_ps512 on a __m256 that came from an intrinsic in this function, it pretty much always will happen to compile with a zeroed high half whether it stayed in a reg or got stored/reloaded, but that's not guaranteed by the API. (If the compiler chose to combine a previous calculation with something else, using a 512-bit operation, you could plausibly end up with a non-zero high half.) If you want high zeros, there's no equivalent to _mm256_set_m128 (__m128 hi, __m128 lo), so you need some other explicit way.
Footnote 1: Or with some hypothetical future extension, VLMAX aka MAXVL could be even wider. It's determined by the current value of XCR0. This documentation is telling you these instructions will still zero out to whatever that is.
(I haven't looked into whether changing VLMAX is possible on a machine supporting AVX-512, or if it's read-only. IDK how the CPU would handle it if you can change it, like maybe not running 512-bit instructions at all. Mainstream OSes certainly don't do this even if it's possible with privileged operations.)
SSE didn't have any defined mechanism for extension to wider vectors, and some existing code (notably Windows kernel drivers) manually saved/restored a few XMM registers for their own use. To support that, AVX decided that legacy SSE would leave the high part of YMM/ZMM registers unmodified. But to run existing machine code using non-VEX legacy SSE encodings efficiently, it needed expensive state transitions (Haswell and Ice Lake) and/or false dependencies (Skylake): Why is this SSE code 6 times slower without VZEROUPPER on Skylake?
Intel wasn't going to make this mistake again, so they defined AVX as zeroing out to whatever vector width the CPU supports, and document it clearly in every AVX and AVX-512 instruction encoding. Thus VEX and EVEX can be mixed freely, even being useful to save machine-code size:
What is the most efficient way to clear a single or a few ZMM registers on Knights Landing?
What is the penalty of mixing EVEX and VEX encoded scheme? (none), with an answer discussing more details of why SSE/AVX penalties are a thing.
https://software.intel.com/en-us/forums/intel-isa-extensions/topic/301853 Agner Fog's 2008 post on Intel's forums about AVX, when it was first announced, pointing out the problem created by the lack of foresight with SSE.
Does vzeroall zero registers ymm16 to ymm31? - interestingly no; since they're not accessible via legacy SSE instructions, they can't be part of a dirty-uppers problem.
Bits in the registers are numbered with high indices on the “left” and low indices on the “right”. This matches how we write and talk about binary numerals: 100102 is the binary numeral for 18, with bit number 4, representing 24 = 16, on the left and bit number 0, representing 20 = 1, on the right.
R[m:n] denotes the set of bits of register R from m down to n, with m being the “left” end of the set and n being the “right” end. If m is less than n, then it is the empty set. Therefore, for registers with 512 bits, dst[511:256] := 0 says to set bits 511 to 256 to zero, and, for registers with 256 bits, dst[255:256] := 0 says to do nothing.
dst[MAX:256] := 0 sets all bits above (and including) 256th bit to zero. It is only relevant to registers having more than 256 bits. So MAX can be 256 if the register is 256 bits long or 512 if the processor is using 512 bits registers.

How to unset N right-most set bits

There is a relatively well-known trick for unsetting a single right-most bit:
y = x & (x - 1) // 0b001011100 & 0b001011011 = 0b001011000 :)
I'm finding myself with a tight loop to clear n right-most bits, but is there a simpler algebraic trick?
Assume relatively large n (n has to be <64 for 64bit integers, but it's often on the order of 20-30).
// x = 0b001011100 n=2
for (auto i=0; i<n; i++) x &= x - 1;
// x = 0b001010000
I've thumbed my TAOCP Vol4a few times, but can't find any inspiration.
Maybe there is some hardware support for it?
For Intel x86 CPUs with BMI2, pext and pdep are fast. AMD before Zen3 has very slow microcoded PEXT/PDEP (https://uops.info/) so be careful with this; other options might be faster on AMD, maybe even blsi in a loop, or better a binary-search on popcount (see below).
Only Intel has dedicated hardware execution units for the mask-controlled pack/unpack that pext/pdep do, making it constant-time: 1 uop, 3 cycle latency, can only run on port 1.
I'm not aware of other ISAs having a similar bit-packing hardware operation.
pdep basics: pdep(-1ULL, a) == a. Taking the low popcnt(a) bits from the first operand, and depositing them at the places where a has set bits, will give you a back again.
But if, instead of all-ones, your source of bits has the low N bits cleared, the first N set bits in a will grab a 0 instead of 1. This is exactly what you want.
uint64_t unset_first_n_bits_bmi2(uint64_t a, int n){
return _pdep_u64(-1ULL << n, a);
}
-1ULL << n works for n=0..63 in C. x86 asm scalar shift instructions mask their count (effectively &63), so that's probably what will happen for the C undefined-behaviour of a larger n. If you care, use n&63 in the source so the behaviour is well-defined in C, and it can still compile to a shift instruction that uses the count directly.
On Godbolt with a simple looping reference implementation, showing that they produce the same result for a sample input a and n.
GCC and clang both compile it the obvious way, as written:
# GCC10.2 -O3 -march=skylake
unset_first_n_bits_bmi2(unsigned long, int):
mov rax, -1
shlx rax, rax, rsi
pdep rax, rax, rdi
ret
(SHLX is single-uop, 1 cycle latency, unlike legacy variable-count shifts that update FLAGS... except if CL=0)
So this has 3 cycle latency from a->output (just pdep)
and 4 cycle latency from n->output (shlx, pdep).
And is only 3 uops for the front-end.
A semi-related BMI2 trick:
pext(a,a) will pack the bits at the bottom, like (1ULL<<popcnt(a)) - 1 but without overflow if all bits are set.
Clearing the low N bits of that with an AND mask, and expanding with pdep would work. But that's an overcomplicated expensive way to create a source of bits with enough ones above N zeros, which is all that actually matters for pdep. Thanks to #harold for spotting this in the first version of this answer.
Without fast PDEP: perhaps binary search for the right popcount
#Nate's suggestion of a binary search for how many low bits to clear is probably a good alternative to pdep.
Stop when popcount(x>>c) == popcount(x) - N to find out how many low bits to clear, preferably with branchless updating of c. (e.g. c = foo ? a : b often compiles to cmov).
Once you're done searching, x & (-1ULL<<c) uses that count, or just tmp << c to shift back the x>>c result you already have. Using right-shift directly is cheaper than generating a new mask and using it every iteration.
High-performance popcount is relatively widely available on modern CPUs. (Although not baseline for x86-64; you still need to compile with -mpopcnt or -march=native).
Tuning this could involve choosing a likely starting-point, and perhaps using a max initial step size instead of pure binary search. Getting some instruction-level parallelism out of trying some initial guesses could perhaps help shorten the latency bottleneck.

Using the blend instructions in intel intrinsics (AVX)

I have a question regarding the AVX _mm256_blend_pd function.
I want to optimize my code where I use heavily the _mm256_blendv_pd function. This unfortunately has a pretty high latency and low throughput. This function takes as input three __m256d variables where the last one represents the mask that is used to select from the first 2 variables.
I found another function (_mm256_blend_pd) which takes a bit mask instead of a __m256d variable as mask. When the mask is static I could simply pass something like 0b0111 to take the first element from the first variable and the last 3 elements of the second variable. However in my case the mask is computed using _mm_cmp_pd function which returns a __m256d variable. I found out that I can use _mm256_movemask_pd to return an int from the mask, however when passing this into the function _mm256_blend_pd I get an error error: the last argument must be a 4-bit immediate.
Is there a way to pass this integer using its first 4 bits? Or is there another function similar to movemask that would allow me to use _mm256_blend_pd? Or is there another approach I can use to avoid having a cmp, movemask and blend that would be more efficient for this use case?
_mm256_blend_pd is the intrinsic for vblendpd which takes its control operand as an immediate constant, embedded into the machine code of the instruction. (That's what "immediate" means in assembly / machine code terminology.)
In C++ terms, the control arg must be constexpr so the compiler can embed it into the instruction at compile time. You can't use it for runtime-variable blends.
It's unfortunate that variable-blend instructions like vblendvpd are slower, but they're "only" 2 uops on Skylake, with 1 or 2 cycle latency (depending on which input you're measuring the critical path through). (uops.info). And on Skylake those uops can run on any of the 3 vector ALU ports. (Worse on Haswell/Broadwell, though, limited to port 5 only, competing for it with shuffles). Zen can even run them as a single uop.
There's nothing better for the general case until AVX512 makes masking a first-class operation you can do as part of other instructions, and gives us single-uop blend instructions like vblendmpd ymm0{k1}, ymm1, ymm2 (blend according to a mask register).
In some special cases you can usefully _mm256_and_pd to conditionally zero instead of blending, e.g. to zero an input before an add instead of blending after.
TL:DR: _mm256_blend_pd lets you use a faster instruction for the special case where the control is a compile-time constant.

Is integer multiplication really done at the same speed as addition on a modern CPU?

I hear this statement quite often, that multiplication on modern hardware is so optimized that it actually is at the same speed as addition. Is that true?
I never can get any authoritative confirmation. My own research only adds questions. The speed tests usually show data that confuses me. Here is an example:
#include <stdio.h>
#include <sys/time.h>
unsigned int time1000() {
timeval val;
gettimeofday(&val, 0);
val.tv_sec &= 0xffff;
return val.tv_sec * 1000 + val.tv_usec / 1000;
}
int main() {
unsigned int sum = 1, T = time1000();
for (int i = 1; i < 100000000; i++) {
sum += i + (i+1); sum++;
}
printf("%u %u\n", time1000() - T, sum);
sum = 1;
T = time1000();
for (int i = 1; i < 100000000; i++) {
sum += i * (i+1); sum++;
}
printf("%u %u\n", time1000() - T, sum);
}
The code above can show that multiplication is faster:
clang++ benchmark.cpp -o benchmark
./benchmark
746 1974919423
708 3830355456
But with other compilers, other compiler arguments, differently written inner loops, the results can vary and I cannot even get an approximation.
Multiplication of two n-bit numbers can in fact be done in O(log n) circuit depth, just like addition.
Addition in O(log n) is done by splitting the number in half and (recursively) adding the two parts in parallel, where the upper half is solved for both the "0-carry" and "1-carry" case. Once the lower half is added, the carry is examined, and its value is used to choose between the 0-carry and 1-carry case.
Multiplication in O(log n) depth is also done through parallelization, where every sum of 3 numbers is reduced to a sum of just 2 numbers in parallel, and the sums are done in some manner like the above.
I won't explain it here, but you can find reading material on fast addition and multiplication by looking up "carry-lookahead" and "carry-save" addition.
So from a theoretical standpoint, since circuits are obviously inherently parallel (unlike software), the only reason multiplication would be asymptotically slower is the constant factor in the front, not the asymptotic complexity.
Integer multiplication will be slower.
Agner Fog's instruction tables show that when using 32-bit integer registers, Haswell's ADD/SUB take 0.25–1 cycles (depending on how well pipelined your instructions are) while MUL takes 2–4 cycles. Floating-point is the other way around: ADDSS/SUBSS take 1–3 cycles while MULSS takes 0.5–5 cycles.
This is an even more complex answer than simply multiplication versus addition. In reality the answer will most likely NEVER be yes. Multiplication, electronically, is a much more complicated circuit. Most of the reasons why, is that multiplication is the act of a multiplication step followed by an addition step, remember what it was like to multiply decimal numbers prior to using a calculator.
The other thing to remember is that multiplication will take longer or shorter depending on the architecture of the processor you are running it on. This may or may not be simply company specific. While an AMD will most likely be different than an Intel, even an Intel i7 may be different from a core 2 (within the same generation), and certainly different between generations (especially the farther back you go).
In all TECHNICALITY, if multiplies were the only thing you were doing (without looping, counting etc...), multiplies would be 2 to (as ive seen on PPC architectures) 35 times slower. This is more an exercise in understanding your architecture, and electronics.
In Addition:
It should be noted that a processor COULD be built for which ALL operations including a multiply take a single clock. What this processor would have to do is, get rid of all pipelining, and slow the clock so that the HW latency of any OPs circuit is less than or equal to the latency PROVIDED by the clock timing.
To do this would get rid of the inherent performance gains we are able to get when adding pipelining into a processor. Pipelining is the idea of taking a task and breaking it down into smaller sub-tasks that can be performed much quicker. By storing and forwarding the results of each sub-task between sub-tasks, we can now run a faster clock rate that only needs to allow for the longest latency of the sub-tasks, and not from the overarching task as a whole.
Picture of time through a multiply:
|--------------------------------------------------| Non-Pipelined
|--Step 1--|--Step 2--|--Step 3--|--Step 4--|--Step 5--| Pipelined
In the above diagram, the non-pipelined circuit takes 50 units of time. In the pipelined version, we have split the 50 units into 5 steps each taking 10 units of time, with a store step in between. It is EXTREMELY important to note that in the pipelined example, each of the steps can be working completely on their own and in parallel. For an operation to be completed, it must move through all 5 steps in order but another of the same operation with operands can be in step 2 as one is in step 1, 3, 4, and 5.
With all of this being said, this pipelined approach allows us to continuously fill the operator each clock cycle, and get a result out on each clock cycle IF we are able to order our operations such that we can perform all of one operation before we switch to another operation, and all we take as a timing hit is the original amount of clocks necessary to get the FIRST operation out of the pipeline.
Mystical brings up another good point. It is also important to look at the architecture from a more systems perspective. It is true that the newer Haswell architectures was built to better the Floating Point multiply performance within the processor. For this reason as the System level, it was architected to allow multiple multiplies to occur in simultaneity versus an add which can only happen once per system clock.
All of this can be summed up as follows:
Each architecture is different from a lower level HW perspective as well as from a system perspective
FUNCTIONALLY, a multiply will always take more time than an add because it combines a true multiply along with a true addition step.
Understand the architecture you are trying to run your code on, and find the right balance between readability and getting truly the best performance from that architecture.
Intel since Haswell has
add performance of 4/clock throughput, 1 cycle latency. (Any operand-size)
imul performance of 1/clock throughput, 3 cycle latency. (Any operand-size)
Ryzen is similar. Bulldozer-family has much lower integer throughput and not-fully-pipelined multiply, including extra slow for 64-bit operand-size multiply. See https://agner.org/optimize/ and other links in https://stackoverflow.com/tags/x86/info
But a good compiler could auto-vectorize your loops. (SIMD-integer multiply throughput and latency are both worse than SIMD-integer add). Or simply constant-propagate through them to just print out the answer! Clang really does know the closed-form Gauss's formula for sum(i=0..n) and can recognize some loops that do that.
You forgot to enable optimization so both loops bottleneck on the ALU + store/reload latency of keeping sum in memory between each of sum += independent stuff and sum++. See Why does clang produce inefficient asm with -O0 (for this simple floating point sum)? for more about just how bad the resulting asm is, and why that's the case. clang++ defaults to -O0 (debug mode: keep variables in memory where a debugger can modify them between any C++ statements).
Store-forwarding latency on a modern x86 like Sandybridge-family (including Haswell and Skylake) is about 3 to 5 cycles, depending on timing of the reload. So with a 1-cycle latency ALU add in there, too, you're looking at about two 6-cycle latency steps in the critical path for this loop. (Plenty to hide all the store / reload and calculation based on i, and the loop-counter update).
See also Adding a redundant assignment speeds up code when compiled without optimization for another no-optimization benchmark. In that one, store-forwarding latency is actually reduced by having more independent work in the loop, delaying the reload attempt.
Modern x86 CPUs have 1/clock multiply throughput so even with optimization you wouldn't see a throughput bottleneck from it. Or on Bulldozer-family, not fully pipelined with 1 per 2-clock throughput.
More likely you'd bottleneck on the front-end work of getting all the work issued every cycle.
Although lea does allow very efficient copy-and-add, and doing i + i + 1 with a single instruction. Although really a good compiler would see that the loop only uses 2*i and optimize to increment by 2. i.e. a strength-reduction to do repeated addition by 2 instead of having to shift inside the loop.
And of course with optimization the extra sum++ can just fold into the sum += stuff where stuff already includes a constant. Not so with the multiply.
I came to this thread to get an idea of what the modern processors are doing in regard to integer math and the number of cycles required to do them. I worked on this problem of speeding up 32-bit integer multiplies and divides on the 65c816 processor in the 1990's. Using the method below, I was able to triple the speed of the standard math libraries available in the ORCA/M compilers at the time.
So the idea that multiplies are faster than adds is simply not the case (except rarely) but like people said it depends upon how the architecture is implemented. If there are enough steps being performed available between clock cycles, yes a multiply could effectively be the same speed as an add based on the clock, but there would be a lot of wasted time. In that case it would be nice to have an instruction that performs multiple (dependent) adds / subtracts given one instruction and multiple values. One can dream.
On the 65c816 processor, there were no multiply or divide instructions. Mult and Div were done with shifts and adds.
To perform a 16 bit add, you would do the following:
LDA $0000 - loaded a value into the Accumulator (5 cycles)
ADC $0002 - add with carry (5 cycles)
STA $0004 - store the value in the Accumulator back to memory (5 cycles)
15 cycles total for an add
If dealing with a call like from C, you would have additional overhead of dealing with pushing and pulling values off the stack. Creating routines that would do two multiples at once would save overhead for example.
The traditional way of doing the multiply is shifts and adds through the entire value of the one number. Each time the carry became a one as it is shifted left would mean you needed to add the value again. This required a test of each bit and a shift of the result.
I replaced that with a lookup table of 256 items so as the carry bits would not need to be checked. It was also possible to determine overflow before doing the multiply to not waste time. (On a modern processor this could be done in parallel but I don't know if they do this in the hardware). Given two 32 bit numbers and prescreened overflow, one of the multipliers is always 16 bits or less, thus one would only need to run through 8 bit multiplies once or twice to perform the entire 32 bit multiply. The result of this was multiplies that were 3 times as fast.
the speed of the 16 bit multiplies ranged from 12 cycles to about 37 cycles
multiply by 2 (0000 0010)
LDA $0000 - loaded a value into the Accumulator (5 cycles).
ASL - shift left (2 cycles).
STA $0004 - store the value in the Accumulator back to memory (5 cycles).
12 cycles plus call overhead.
multiply by (0101 1010)
LDA $0000 - loaded a value into the Accumulator (5 cycles)
ASL - shift left (2 cycles)
ASL - shift left (2 cycles)
ADC $0000 - add with carry for next bit (5 cycles)
ASL - shift left (2 cycles)
ADC $0000 - add with carry for next bit (5 cycles)
ASL - shift left (2 cycles)
ASL - shift left (2 cycles)
ADC $0000 - add with carry for next bit (5 cycles)
ASL - shift left (2 cycles)
STA $0004 - store the value in the Accumulator back to memory (5 cycles)
37 cycles plus call overhead
Since the databus of the AppleIIgs for which this was written was only 8 bits wide, to load 16 bit values required 5 cycles to load from memory, one extra for the pointer, and one extra cycle for the second byte.
LDA instruction (1 cycle because it is an 8 bit value)
$0000 (16 bit value requires two cycles to load)
memory location (requires two cycles to load because of an 8 bit data bus)
Modern processors would be able to do this faster because they have a 32 bit data bus at worst. In the processor logic itself the system of gates would have no additional delay at all compared to the data bus delay since the whole value would get loaded at once.
To do the complete 32 bit multiply, you would need to do the above twice and add the results together to get the final answer. The modern processors should be able to do the two in parallel and add the results for the answer. Combined with the overflow precheck done in parallel, it would minimize the time required to do the multiply.
Anyway it is readily apparent that multiplies require significantly more effort than an add. How many steps to process the operation between cpu clock cycles would determine how many cycles of the clock would be required. If the clock is slow enough, then the adds would appear to be the same speed as a multiply.
Regards,
Ken
A multiplication requires a final step of an addition of, at minimum, the same size of the number; so it will take longer than an addition. In decimal:
123
112
----
+246 ----
123 | matrix generation
123 ----
-----
13776 <---------------- Addition
Same applies in binary, with a more elaborate reduction of the matrix.
That said, reasons why they may take the same amount of time:
To simplify the pipelined architecture, all regular instructions can be designed to take the same amount of cycles (exceptions are memory moves for instance, that depend on how long it takes to talk to external memory).
Since the adder for the final step of the multiplier is just like the adder for an add instruction... why not use the same adder by skipping the matrix generation and reduction? If they use the same adder, then obviously they will take the same amount of time.
Of course, there are more complex architectures where this is not the case, and you might obtain completely different values. You also have architectures that take several instructions in parallel when they don't depend on each other, and then you are a bit at the mercy of your compiler... and of the operating system.
The only way to run this test rigorously you would have to run in assembly and without an operating system - otherwise there are too many variables.
Even if it were, that mostly tells us what restriction the clock puts on our hardware. We can't clock higher because heat(?), but the number of ADD instruction gates a signal could pass during a clock could be very many but a single ADD instruction would only utilize one of them. So while it may at some point take equally many clock cycles, not all of the propagation time for the signals is utilized.
If we could clock higher we could def. make ADD faster probably by several orders of magnitude.
This really depends on your machine. Of course, integer multiplication is quite complex compared to addition, but quite a few AMD CPU can execute a multiplication in a single cycle. That is just as fast as addition.
Other CPUs take three or four cycles to do a multiplication, which is a bit slower than addition. But it's nowhere near the performance penalty you had to suffer ten years ago (back then a 32-Bit multiplication could take thirty-something cycles on some CPUs).
So, yes, multiplication is in the same speed class nowadays, but no, it's still not exactly as fast as addition on all CPUs.
Even on ARM (known for its high efficiency and small, clean design), integer multiplications take 3-7 cycles and than integer additions take 1 cycle.
However, an add/shift trick is often used to multiply integers by constants faster than the multiply instruction can calculate the answer.
The reason this works well on ARM is that ARM has a "barrel shifter", which allows many instructions to shift or rotate one of their arguments by 1-31 bits at zero cost, i.e. x = a + b and x = a + (b << s) take exactly the same amount of time.
Utilizing this processor feature, let's say you want to calculate a * 15. Then since 15 = 1111 (base 2), the following pseudocode (translated into ARM assembly) would implement the multiplication:
a_times_3 = a + (a << 1) // a * (0011 (base 2))
a_times_15 = a_times_3 + (a_times_3 << 2) // a * (0011 (base 2) + 1100 (base 2))
Similarly you could multiply by 13 = 1101 (base 2) using either of the following:
a_times_5 = a + (a << 2)
a_times_13 = a_times_5 + (a << 3)
a_times_3 = a + (a << 1)
a_times_15 = a_times_3 + (a_times_3 << 2)
a_times_13 = a_times_15 - (a << 1)
The first snippet is obviously faster in this case, but sometimes subtraction helps when translating a constant multiplication into add/shift combinations.
This multiplication trick was used heavily in the ARM assembly coding community in the late 80s, on the Acorn Archimedes and Acorn RISC PC (the origin of the ARM processor). Back then, a lot of ARM assembly was written by hand, since squeezing every last cycle out of the processor was important. Coders in the ARM demoscene developed many techniques like this for speeding up code, most of which are probably lost to history now that almost no assembly code is written by hand anymore. Compilers probably incorporate many tricks like this, but I'm sure there are many more that never made the transition from "black art optimization" to compiler implementation.
You can of course write explicit add/shift multiplication code like this in any compiled language, and the code may or may not run faster than a straight multiplication once compiled.
x86_64 may also benefit from this multiplication trick for small constants, although I don't believe shifting is zero-cost on the x86_64 ISA, in either the Intel or AMD implementations (x86_64 probably takes one extra cycle for each integer shift or rotate).
There are lots of good answers here about your main question, but I just wanted to point out that your code is not a good way to measure operation performance.
For starters, modern cpus adjust freqyuencies all the time, so you should use rdtsc to count the actual number of cycles instead of elapsed microseconds.
But more importantly, your code has artificial dependency chains, unnecessary control logic and iterators that will make your measure into an odd mix of latency and throughtput plus some constant terms added for no reason.
To really measure throughtput you should significantly unroll the loop and also add several partial sums in parallel (more sums than steps in the add/mul cpu pipelines).
No it's not, and in fact it's noticeably slower (which translated into a 15% performance hit for the particular real-world program I was running).
I realized this myself when asking this question from just a few days ago here.
Since the other answers deal with real, present-day devices -- which are bound to change and improve as time passes -- I thought we could look at the question from the theoretical side.
Proposition: When implemented in logic gates, using the usual algorithms, an integer multiplication circuit is O(log N) times slower than an addition circuit, where N is the number of bits in a word.
Proof: The time for a combinatorial circuit to stabilise is proportional to the depth of the longest sequence of logic gates from any input to any output. So we must show that a gradeschool multiply circuit is O(log N) times deeper than an addition circuit.
Addition is normally implemented as a half adder followed by N-1 full adders, with the carry bits chained from one adder to the next. This circuit clearly has depth O(N). (This circuit can be optimized in many ways, but the worst case performance will always be O(N) unless absurdly large lookup tables are used.)
To multiply A by B, we first need to multiply each bit of A with each bit of B. Each bitwise multiply is simply an AND gate. There are N^2 bitwise multiplications to perform, hence N^2 AND gates -- but all of them can execute in parallel, for a circuit depth of 1. This solves the multiplication phase of the gradeschool algorithm, leaving just the addition phase.
In the addition phase, we can combine the partial products using an inverted binary tree-shaped circuit to do many of the additions in parallel. The tree will be (log N) nodes deep, and at each node, we will be adding together two numbers with O(N) bits. This means each node can be implemented with an adder of depth O(N), giving a total circuit depth of O(N log N). QED.

Fast way to get a valid imm num for arm mov?

Arm mov has a limitation that the immediates must be an 8bit rotated by a multiple of 2, we can write:
mov ip, #0x5000
But we cannot write that:
mov ip, #0x5001
The 0x5000 can be split as 0x5000 + 1, my means, the sum of a valid immediate number and a small number.
So for a given 32bit number, how to find the closest valid immediate number fast? Like this:
uint32 find_imm(uint32 src, bool less_than_src) {
...
}
// x is 0x5000
uint32 x = find_imm(0x5001, true);
It is quite simple, look at the distance between the ones. 0x5001 = 0b101000000000001. 15 significant digits, so it will take you two instructions at 8 bits of immediate per. Also remember to put a rotate in your test, if there are enough zeros 0x80000001 and you rotate that around 0x88000000 or 0x00000003 that is only two significant digits from a distance between the ones measurement. So take the immediate, perform a distance between the ones type test, rotate one step, perform the test again, and repeat until all the possible (counter-)rotations have happened and go with one of the ones with the smallest number of instructions/immediates.
gnu as already does this and gas is open source so you can just go get their code if you prefer. When you use the load address trick:
ldr rd,=const
If that const can be resolved in a single move immediate instruction then it encodes it as a
mov rd,#const
if it cant then it tries to find a location to put the word and encodes it as a pc relative load:
ldr rd,[pc,#offset]
...
.word const
There is not a straightforward rule or function for finding ways to construct values. Once a value exceeds what can be loaded easily from immediate values, you usually load it by defining it in the data section and loading it from memory, rather than constructing it from immediate values.
If you do want to construct a value from two immediate values, you must consider a variety of operations, including:
Adding two immediates.
Subtracting two immediates.
Multiplying two immediates.
More esoteric instructions, such as some of the “SIMD” instructions that split 32-bit registers into multiple lanes.
If you must go to three immediate values, there are more combinations. One can find some patterns in the possibilities that reduce the search, but some portion of it remains a “brute force” search. Generally, there is no point in using complicated instructions sequences, since you can simply load the data from a prepared location in memory.
The ARM assembler has an instruction form to assist this:
LDR Rd, =const
When the assembler sees this, it places the const value in the literal pool and generates an instruction to load the value from the pool. If you are using a different assembler, it might not have the same instruction form, but you can write the necessary code manually.