If you have an input array, and an output array, but you only want to write those elements which pass a certain condition, what would be the most efficient way to do this in AVX2?
I've seen in SSE where it was done like this:
(From:https://deplinenoise.files.wordpress.com/2015/03/gdc2015_afredriksson_simd.pdf)
__m128i LeftPack_SSSE3(__m128 mask, __m128 val)
{
// Move 4 sign bits of mask to 4-bit integer value.
int mask = _mm_movemask_ps(mask);
// Select shuffle control data
__m128i shuf_ctrl = _mm_load_si128(&shufmasks[mask]);
// Permute to move valid values to front of SIMD register
__m128i packed = _mm_shuffle_epi8(_mm_castps_si128(val), shuf_ctrl);
return packed;
}
This seems fine for SSE which is 4 wide, and thus only needs a 16 entry LUT, but for AVX which is 8 wide, the LUT becomes quite large(256 entries, each 32 bytes, or 8k).
I'm surprised that AVX doesn't appear to have an instruction for simplifying this process, such as a masked store with packing.
I think with some bit shuffling to count the # of sign bits set to the left you could generate the necessary permutation table, and then call _mm256_permutevar8x32_ps. But this is also quite a few instructions I think..
Does anyone know of any tricks to do this with AVX2? Or what is the most efficient method?
Here is an illustration of the Left Packing Problem from the above document:
Thanks
AVX2 + BMI2. See my other answer for AVX512. (Update: saved a pdep in 64bit builds.)
We can use AVX2 vpermps (_mm256_permutevar8x32_ps) (or the integer equivalent, vpermd) to do a lane-crossing variable-shuffle.
We can generate masks on the fly, since BMI2 pext (Parallel Bits Extract) provides us with a bitwise version of the operation we need.
Beware that pdep/pext are very slow on AMD CPUs before Zen 3, like 6 uops / 18 cycle latency and throughput on Ryzen Zen 1 and Zen 2. This implementation will perform horribly on those AMD CPUs. For AMD, you might be best with 128-bit vectors using a pshufb or vpermilps LUT, or some of the AVX2 variable-shift suggestions discussed in comments. Especially if your mask input is a vector mask (not an already packed bitmask from memory).
AMD before Zen2 only has 128-bit vector execution units anyway, and 256-bit lane-crossing shuffles are slow. So 128-bit vectors are very attractive for this on Zen 1. But Zen 2 has 256-bit load/store and execution units. (And still slow microcoded pext/pdep.)
For integer vectors with 32-bit or wider elements: Either 1) _mm256_movemask_ps(_mm256_castsi256_ps(compare_mask)).
Or 2) use _mm256_movemask_epi8 and then change the first PDEP constant from 0x0101010101010101 to 0x0F0F0F0F0F0F0F0F to scatter blocks of 4 contiguous bits. Change the multiply by 0xFFU into expanded_mask |= expanded_mask<<4; or expanded_mask *= 0x11; (Not tested). Either way, use the shuffle mask with VPERMD instead of VPERMPS.
For 64-bit integer or double elements, everything still Just Works; The compare-mask just happens to always have pairs of 32-bit elements that are the same, so the resulting shuffle puts both halves of each 64-bit element in the right place. (So you still use VPERMPS or VPERMD, because VPERMPD and VPERMQ are only available with immediate control operands.)
For 16-bit elements, you might be able to adapt this with 128-bit vectors.
For 8-bit elements, see Efficient sse shuffle mask generation for left-packing byte elements for a different trick, storing the result in multiple possibly-overlapping chunks.
The algorithm:
Start with a constant of packed 3 bit indices, with each position holding its own index. i.e. [ 7 6 5 4 3 2 1 0 ] where each element is 3 bits wide. 0b111'110'101'...'010'001'000.
Use pext to extract the indices we want into a contiguous sequence at the bottom of an integer register. e.g. if we want indices 0 and 2, our control-mask for pext should be 0b000'...'111'000'111. pext will grab the 010 and 000 index groups that line up with the 1 bits in the selector. The selected groups are packed into the low bits of the output, so the output will be 0b000'...'010'000. (i.e. [ ... 2 0 ])
See the commented code for how to generate the 0b111000111 input for pext from the input vector mask.
Now we're in the same boat as the compressed-LUT: unpack up to 8 packed indices.
By the time you put all the pieces together, there are three total pext/pdeps. I worked backwards from what I wanted, so it's probably easiest to understand it in that direction, too. (i.e. start with the shuffle line, and work backward from there.)
We can simplify the unpacking if we work with indices one per byte instead of in packed 3-bit groups. Since we have 8 indices, this is only possible with 64bit code.
See this and a 32bit-only version on the Godbolt Compiler Explorer. I used #ifdefs so it compiles optimally with -m64 or -m32. gcc wastes some instructions, but clang makes really nice code.
#include <stdint.h>
#include <immintrin.h>
// Uses 64bit pdep / pext to save a step in unpacking.
__m256 compress256(__m256 src, unsigned int mask /* from movmskps */)
{
uint64_t expanded_mask = _pdep_u64(mask, 0x0101010101010101); // unpack each bit to a byte
expanded_mask *= 0xFF; // mask |= mask<<1 | mask<<2 | ... | mask<<7;
// ABC... -> AAAAAAAABBBBBBBBCCCCCCCC...: replicate each bit to fill its byte
const uint64_t identity_indices = 0x0706050403020100; // the identity shuffle for vpermps, packed to one index per byte
uint64_t wanted_indices = _pext_u64(identity_indices, expanded_mask);
__m128i bytevec = _mm_cvtsi64_si128(wanted_indices);
__m256i shufmask = _mm256_cvtepu8_epi32(bytevec);
return _mm256_permutevar8x32_ps(src, shufmask);
}
This compiles to code with no loads from memory, only immediate constants. (See the godbolt link for this and the 32bit version).
# clang 3.7.1 -std=gnu++14 -O3 -march=haswell
mov eax, edi # just to zero extend: goes away when inlining
movabs rcx, 72340172838076673 # The constants are hoisted after inlining into a loop
pdep rax, rax, rcx # ABC -> 0000000A0000000B....
imul rax, rax, 255 # 0000000A0000000B.. -> AAAAAAAABBBBBBBB..
movabs rcx, 506097522914230528
pext rax, rcx, rax
vmovq xmm1, rax
vpmovzxbd ymm1, xmm1 # 3c latency since this is lane-crossing
vpermps ymm0, ymm1, ymm0
ret
(Later clang compiles like GCC, with mov/shl/sub instead of imul, see below.)
So, according to Agner Fog's numbers and https://uops.info/, this is 6 uops (not counting the constants, or the zero-extending mov that disappears when inlined). On Intel Haswell, it's 16c latency (1 for vmovq, 3 for each pdep/imul/pext / vpmovzx / vpermps). There's no instruction-level parallelism. In a loop where this isn't part of a loop-carried dependency, though, (like the one I included in the Godbolt link), the bottleneck is hopefully just throughput, keeping multiple iterations of this in flight at once.
This can maybe manage a throughput of one per 4 cycles, bottlenecked on port1 for pdep/pext/imul plus popcnt in the loop. Of course, with loads/stores and other loop overhead (including the compare and movmsk), total uop throughput can easily be an issue, too.
e.g. the filter loop in my godbolt link is 14 uops with clang, with -fno-unroll-loops to make it easier to read. It might sustain one iteration per 4c, keeping up with the front-end, if we're lucky.
clang 6 and earlier created a loop-carried dependency with popcnt's false dependency on its output, so it will bottleneck on 3/5ths of the latency of the compress256 function. clang 7.0 and later use xor-zeroing to break the false dependency (instead of just using popcnt edx,edx or something like GCC does :/).
gcc (and later clang) does the multiply by 0xFF with multiple instructions, using a left shift by 8 and a sub, instead of imul by 255. This takes 3 total uops vs. 1 for the front-end, but the latency is only 2 cycles, down from 3. (Haswell handles mov at register-rename stage with zero latency.) Most significantly for this, imul can only run on port 1, competing with pdep/pext/popcnt, so it's probably good to avoid that bottleneck.
Since all hardware that supports AVX2 also supports BMI2, there's probably no point providing a version for AVX2 without BMI2.
If you need to do this in a very long loop, the LUT is probably worth it if the initial cache-misses are amortized over enough iterations with the lower overhead of just unpacking the LUT entry. You still need to movmskps, so you can popcnt the mask and use it as a LUT index, but you save a pdep/imul/pext.
You can unpack LUT entries with the same integer sequence I used, but #Froglegs's set1() / vpsrlvd / vpand is probably better when the LUT entry starts in memory and doesn't need to go into integer registers in the first place. (A 32bit broadcast-load doesn't need an ALU uop on Intel CPUs). However, a variable-shift is 3 uops on Haswell (but only 1 on Skylake).
See my other answer for AVX2+BMI2 with no LUT.
Since you mention a concern about scalability to AVX512: don't worry, there's an AVX512F instruction for exactly this:
VCOMPRESSPS — Store Sparse Packed Single-Precision Floating-Point Values into Dense Memory. (There are also versions for double, and 32 or 64bit integer elements (vpcompressq), but not byte or word (16bit)). It's like BMI2 pdep / pext, but for vector elements instead of bits in an integer reg.
The destination can be a vector register or a memory operand, while the source is a vector and a mask register. With a register dest, it can merge or zero the upper bits. With a memory dest, "Only the contiguous vector is written to the destination memory location".
To figure out how far to advance your pointer for the next vector, popcnt the mask.
Let's say you want to filter out everything but values >= 0 from an array:
#include <stdint.h>
#include <immintrin.h>
size_t filter_non_negative(float *__restrict__ dst, const float *__restrict__ src, size_t len) {
const float *endp = src+len;
float *dst_start = dst;
do {
__m512 sv = _mm512_loadu_ps(src);
__mmask16 keep = _mm512_cmp_ps_mask(sv, _mm512_setzero_ps(), _CMP_GE_OQ); // true for src >= 0.0, false for unordered and src < 0.0
_mm512_mask_compressstoreu_ps(dst, keep, sv); // clang is missing this intrinsic, which can't be emulated with a separate store
src += 16;
dst += _mm_popcnt_u64(keep); // popcnt_u64 instead of u32 helps gcc avoid a wasted movsx, but is potentially slower on some CPUs
} while (src < endp);
return dst - dst_start;
}
This compiles (with gcc4.9 or later) to (Godbolt Compiler Explorer):
# Output from gcc6.1, with -O3 -march=haswell -mavx512f. Same with other gcc versions
lea rcx, [rsi+rdx*4] # endp
mov rax, rdi
vpxord zmm1, zmm1, zmm1 # vpxor xmm1, xmm1,xmm1 would save a byte, using VEX instead of EVEX
.L2:
vmovups zmm0, ZMMWORD PTR [rsi]
add rsi, 64
vcmpps k1, zmm0, zmm1, 29 # AVX512 compares have mask regs as a destination
kmovw edx, k1 # There are some insns to add/or/and mask regs, but not popcnt
movzx edx, dx # gcc is dumb and doesn't know that kmovw already zero-extends to fill the destination.
vcompressps ZMMWORD PTR [rax]{k1}, zmm0
popcnt rdx, rdx
## movsx rdx, edx # with _popcnt_u32, gcc is dumb. No casting can get gcc to do anything but sign-extend. You'd expect (unsigned) would mov to zero-extend, but no.
lea rax, [rax+rdx*4] # dst += ...
cmp rcx, rsi
ja .L2
sub rax, rdi
sar rax, 2 # address math -> element count
ret
Performance: 256-bit vectors may be faster on Skylake-X / Cascade Lake
In theory, a loop that loads a bitmap and filters one array into another should run at 1 vector per 3 clocks on SKX / CSLX, regardless of vector width, bottlenecked on port 5. (kmovb/w/d/q k1, eax runs on p5, and vcompressps into memory is 2p5 + a store, according to IACA and to testing by http://uops.info/).
#ZachB reports in comments that in practice, that a loop using ZMM _mm512_mask_compressstoreu_ps is slightly slower than _mm256_mask_compressstoreu_ps on real CSLX hardware. (I'm not sure if that was a microbenchmark that would allow the 256-bit version to get out of "512-bit vector mode" and clock higher, or if there was surrounding 512-bit code.)
I suspect misaligned stores are hurting the 512-bit version. vcompressps probably effectively does a masked 256 or 512-bit vector store, and if that crosses a cache line boundary then it has to do extra work. Since the output pointer is usually not a multiple of 16 elements, a full-line 512-bit store will almost always be misaligned.
Misaligned 512-bit stores may be worse than cache-line-split 256-bit stores for some reason, as well as happening more often; we already know that 512-bit vectorization of other things seems to be more alignment sensitive. That may just be from running out of split-load buffers when they happen every time, or maybe the fallback mechanism for handling cache-line splits is less efficient for 512-bit vectors.
It would be interesting to benchmark vcompressps into a register, with separate full-vector overlapping stores. That's probably the same uops, but the store can micro-fuse when it's a separate instruction. And if there's some difference between masked stores vs. overlapping stores, this would reveal it.
Another idea discussed in comments below was using vpermt2ps to build up full vectors for aligned stores. This would be hard to do branchlessly, and branching when we fill a vector will probably mispredict unless the bitmask has a pretty regular pattern, or big runs of all-0 and all-1.
A branchless implementation with a loop-carried dependency chain of 4 or 6 cycles through the vector being constructed might be possible, with a vpermt2ps and a blend or something to replace it when it's "full". With an aligned vector store every iteration, but only moving the output pointer when the vector is full.
This is likely slower than vcompressps with unaligned stores on current Intel CPUs.
If you are targeting AMD Zen this method may be preferred, due to the very slow pdepand pext on ryzen (18 cycles each).
I came up with this method, which uses a compressed LUT, which is 768(+1 padding) bytes, instead of 8k. It requires a broadcast of a single scalar value, which is then shifted by a different amount in each lane, then masked to the lower 3 bits, which provides a 0-7 LUT.
Here is the intrinsics version, along with code to build LUT.
//Generate Move mask via: _mm256_movemask_ps(_mm256_castsi256_ps(mask)); etc
__m256i MoveMaskToIndices(u32 moveMask) {
u8 *adr = g_pack_left_table_u8x3 + moveMask * 3;
__m256i indices = _mm256_set1_epi32(*reinterpret_cast<u32*>(adr));//lower 24 bits has our LUT
// __m256i m = _mm256_sllv_epi32(indices, _mm256_setr_epi32(29, 26, 23, 20, 17, 14, 11, 8));
//now shift it right to get 3 bits at bottom
//__m256i shufmask = _mm256_srli_epi32(m, 29);
//Simplified version suggested by wim
//shift each lane so desired 3 bits are a bottom
//There is leftover data in the lane, but _mm256_permutevar8x32_ps only examines the first 3 bits so this is ok
__m256i shufmask = _mm256_srlv_epi32 (indices, _mm256_setr_epi32(0, 3, 6, 9, 12, 15, 18, 21));
return shufmask;
}
u32 get_nth_bits(int a) {
u32 out = 0;
int c = 0;
for (int i = 0; i < 8; ++i) {
auto set = (a >> i) & 1;
if (set) {
out |= (i << (c * 3));
c++;
}
}
return out;
}
u8 g_pack_left_table_u8x3[256 * 3 + 1];
void BuildPackMask() {
for (int i = 0; i < 256; ++i) {
*reinterpret_cast<u32*>(&g_pack_left_table_u8x3[i * 3]) = get_nth_bits(i);
}
}
Here is the assembly generated by MSVC:
lea ecx, DWORD PTR [rcx+rcx*2]
lea rax, OFFSET FLAT:unsigned char * g_pack_left_table_u8x3 ; g_pack_left_table_u8x3
vpbroadcastd ymm0, DWORD PTR [rcx+rax]
vpsrlvd ymm0, ymm0, YMMWORD PTR __ymm#00000015000000120000000f0000000c00000009000000060000000300000000
Will add more information to a great answer from #PeterCordes : https://stackoverflow.com/a/36951611/5021064.
I did the implementations of std::remove from C++ standard for integer types with it. The algorithm, once you can do compress, is relatively simple: load a register, compress, store. First I'm going to show the variations and then benchmarks.
I ended up with two meaningful variations on the proposed solution:
__m128i registers, any element type, using _mm_shuffle_epi8 instruction
__m256i registers, element type of at least 4 bytes, using _mm256_permutevar8x32_epi32
When the types are smaller then 4 bytes for 256 bit register, I split them in two 128 bit registers and compress/store each one separately.
Link to compiler explorer where you can see complete assembly (there is a using type and width (in elements per pack) in the bottom, which you can plug in to get different variations) : https://gcc.godbolt.org/z/yQFR2t
NOTE: my code is in C++17 and is using a custom simd wrappers, so I do not know how readable it is. If you want to read my code -> most of it is behind the link in the top include on godbolt. Alternatively, all of the code is on github.
Implementations of #PeterCordes answer for both cases
Note: together with the mask, I also compute the number of elements remaining using popcount. Maybe there is a case where it's not needed, but I have not seen it yet.
Mask for _mm_shuffle_epi8
Write an index for each byte into a half byte: 0xfedcba9876543210
Get pairs of indexes into 8 shorts packed into __m128i
Spread them out using x << 4 | x & 0x0f0f
Example of spreading the indexes. Let's say 7th and 6th elements are picked.
It means that the corresponding short would be: 0x00fe. After << 4 and | we'd get 0x0ffe. And then we clear out the second f.
Complete mask code:
// helper namespace
namespace _compress_mask {
// mmask - result of `_mm_movemask_epi8`,
// `uint16_t` - there are at most 16 bits with values for __m128i.
inline std::pair<__m128i, std::uint8_t> mask128(std::uint16_t mmask) {
const std::uint64_t mmask_expanded = _pdep_u64(mmask, 0x1111111111111111) * 0xf;
const std::uint8_t offset =
static_cast<std::uint8_t>(_mm_popcnt_u32(mmask)); // To compute how many elements were selected
const std::uint64_t compressed_idxes =
_pext_u64(0xfedcba9876543210, mmask_expanded); // Do the #PeterCordes answer
const __m128i as_lower_8byte = _mm_cvtsi64_si128(compressed_idxes); // 0...0|compressed_indexes
const __m128i as_16bit = _mm_cvtepu8_epi16(as_lower_8byte); // From bytes to shorts over the whole register
const __m128i shift_by_4 = _mm_slli_epi16(as_16bit, 4); // x << 4
const __m128i combined = _mm_or_si128(shift_by_4, as_16bit); // | x
const __m128i filter = _mm_set1_epi16(0x0f0f); // 0x0f0f
const __m128i res = _mm_and_si128(combined, filter); // & 0x0f0f
return {res, offset};
}
} // namespace _compress_mask
template <typename T>
std::pair<__m128i, std::uint8_t> compress_mask_for_shuffle_epi8(std::uint32_t mmask) {
auto res = _compress_mask::mask128(mmask);
res.second /= sizeof(T); // bit count to element count
return res;
}
Mask for _mm256_permutevar8x32_epi32
This is almost one for one #PeterCordes solution - the only difference is _pdep_u64 bit (he suggests this as a note).
The mask that I chose is 0x5555'5555'5555'5555. The idea is - I have 32 bits of mmask, 4 bits for each of 8 integers. I have 64 bits that I want to get => I need to convert each bit of 32 bits into 2 => therefore 0101b = 5.The multiplier also changes from 0xff to 3 because I will get 0x55 for each integer, not 1.
Complete mask code:
// helper namespace
namespace _compress_mask {
// mmask - result of _mm256_movemask_epi8
inline std::pair<__m256i, std::uint8_t> mask256_epi32(std::uint32_t mmask) {
const std::uint64_t mmask_expanded = _pdep_u64(mmask, 0x5555'5555'5555'5555) * 3;
const std::uint8_t offset = static_cast<std::uint8_t(_mm_popcnt_u32(mmask)); // To compute how many elements were selected
const std::uint64_t compressed_idxes = _pext_u64(0x0706050403020100, mmask_expanded); // Do the #PeterCordes answer
// Every index was one byte => we need to make them into 4 bytes
const __m128i as_lower_8byte = _mm_cvtsi64_si128(compressed_idxes); // 0000|compressed indexes
const __m256i expanded = _mm256_cvtepu8_epi32(as_lower_8byte); // spread them out
return {expanded, offset};
}
} // namespace _compress_mask
template <typename T>
std::pair<__m256i, std::uint8_t> compress_mask_for_permutevar8x32(std::uint32_t mmask) {
static_assert(sizeof(T) >= 4); // You cannot permute shorts/chars with this.
auto res = _compress_mask::mask256_epi32(mmask);
res.second /= sizeof(T); // bit count to element count
return res;
}
Benchmarks
Processor: Intel Core i7 9700K (a modern consumer level CPU, no AVX-512 support)
Compiler: clang, build from trunk near the version 10 release
Compiler options: --std=c++17 --stdlib=libc++ -g -Werror -Wall -Wextra -Wpedantic -O3 -march=native -mllvm -align-all-functions=7
Micro-benchmarking library: google benchmark
Controlling for code alignment:
If you are not familiar with the concept, read this or watch this
All functions in the benchmark's binary are aligned to 128 byte boundary. Each benchmarking function is duplicated 64 times, with a different noop slide in the beginning of the function (before entering the loop). The main numbers I show is min per each measurement. I think this works since the algorithm is inlined. I'm also validated by the fact that I get very different results. At the very bottom of the answer I show the impact of code alignment.
Note: benchmarking code. BENCH_DECL_ATTRIBUTES is just noinline
Benchmark removes some percentage of 0s from an array. I test arrays with {0, 5, 20, 50, 80, 95, 100} percent of zeroes.
I test 3 sizes: 40 bytes (to see if this is usable for really small arrays), 1000 bytes and 10'000 bytes. I group by size because of SIMD depends on the size of the data and not a number of elements. The element count can be derived from an element size (1000 bytes is 1000 chars but 500 shorts and 250 ints). Since time it takes for non simd code depends mostly on the element count, the wins should be bigger for chars.
Plots: x - percentage of zeroes, y - time in nanoseconds. padding : min indicates that this is minimum among all alignments.
40 bytes worth of data, 40 chars
For 40 bytes this does not make sense even for chars - my implementation gets about 8-10 times slower when using 128 bit registers over non-simd code. So, for example, compiler should be careful doing this.
1000 bytes worth of data, 1000 chars
Apparently the non-simd version is dominated by branch prediction: when we get small amount of zeroes we get a smaller speed up: for no 0s - about 3 times, for 5% zeroes - about 5-6 times speed up. For when the branch predictor can't help the non-simd version - there is about a 27 times speed up. It's an interesting property of simd code that it's performance tends to be much less dependent on of data. Using 128 vs 256 register shows practically no difference, since most of the work is still split into 2 128 registers.
1000 bytes worth of data, 500 shorts
Similar results for shorts except with a much smaller gain - up to 2 times.
I don't know why shorts do that much better than chars for non-simd code: I'd expect shorts to be two times faster, since there are only 500 shorts, but the difference is actually up to 10 times.
1000 bytes worth of data, 250 ints
For a 1000 only 256 bit version makes sense - 20-30% win excluding no 0s to remove what's so ever (perfect branch prediction, no removing for non-simd code).
10'000 bytes worth of data, 10'000 chars
The same order of magnitude wins as as for a 1000 chars: from 2-6 times faster when branch predictor is helpful to 27 times when it's not.
Same plots, only simd versions:
Here we can see about a 10% win from using 256 bit registers and splitting them in 2 128 bit ones: about 10% faster. In size it grows from 88 to 129 instructions, which is not a lot, so might make sense depending on your use-case. For base-line - non-simd version is 79 instructions (as far as I know - these are smaller then SIMD ones though).
10'000 bytes worth of data, 5'000 shorts
From 20% to 9 times win, depending on the data distributions. Not showing the comparison between 256 and 128 bit registers - it's almost the same assembly as for chars and the same win for 256 bit one of about 10%.
10'000 bytes worth of data, 2'500 ints
Seems to make a lot of sense to use 256 bit registers, this version is about 2 times faster compared to 128 bit registers. When comparing with non-simd code - from a 20% win with a perfect branch prediction to 3.5 - 4 times as soon as it's not.
Conclusion: when you have a sufficient amount of data (at least 1000 bytes) this can be a very worthwhile optimisation for a modern processor without AVX-512
PS:
On percentage of elements to remove
On one hand it's uncommon to filter half of your elements. On the other hand a similar algorithm can be used in partition during sorting => that is actually expected to have ~50% branch selection.
Code alignment impact
The question is: how much worth it is, if the code happens to be poorly aligned
(generally speaking - there is very little one can do about it).
I'm only showing for 10'000 bytes.
The plots have two lines for min and for max for each percentage point (meaning - it's not one best/worst code alignment - it's the best code alignment for a given percentage).
Code alignment impact - non-simd
Chars:
From 15-20% for poor branch prediction to 2-3 times when branch prediction helped a lot. (branch predictor is known to be affected by code alignment).
Shorts:
For some reason - the 0 percent is not affected at all. It can be explained by std::remove first doing linear search to find the first element to remove. Apparently linear search for shorts is not affected.
Other then that - from 10% to 1.6-1.8 times worth
Ints:
Same as for shorts - no 0s is not affected. As soon as we go into remove part it goes from 1.3 times to 5 times worth then the best case alignment.
Code alignment impact - simd versions
Not showing shorts and ints 128, since it's almost the same assembly as for chars
Chars - 128 bit register
About 1.2 times slower
Chars - 256 bit register
About 1.1 - 1.24 times slower
Ints - 256 bit register
1.25 - 1.35 times slower
We can see that for simd version of the algorithm, code alignment has significantly less impact compared to non-simd version. I suspect that this is due to practically not having branches.
In case anyone is interested here is a solution for SSE2 which uses an instruction LUT instead of a data LUT aka a jump table. With AVX this would need 256 cases though.
Each time you call LeftPack_SSE2 below it uses essentially three instructions: jmp, shufps, jmp. Five of the sixteen cases don't need to modify the vector.
static inline __m128 LeftPack_SSE2(__m128 val, int mask) {
switch(mask) {
case 0:
case 1: return val;
case 2: return _mm_shuffle_ps(val,val,0x01);
case 3: return val;
case 4: return _mm_shuffle_ps(val,val,0x02);
case 5: return _mm_shuffle_ps(val,val,0x08);
case 6: return _mm_shuffle_ps(val,val,0x09);
case 7: return val;
case 8: return _mm_shuffle_ps(val,val,0x03);
case 9: return _mm_shuffle_ps(val,val,0x0c);
case 10: return _mm_shuffle_ps(val,val,0x0d);
case 11: return _mm_shuffle_ps(val,val,0x34);
case 12: return _mm_shuffle_ps(val,val,0x0e);
case 13: return _mm_shuffle_ps(val,val,0x38);
case 14: return _mm_shuffle_ps(val,val,0x39);
case 15: return val;
}
}
__m128 foo(__m128 val, __m128 maskv) {
int mask = _mm_movemask_ps(maskv);
return LeftPack_SSE2(val, mask);
}
This is perhaps a bit late though I recently ran into this exact problem and found an alternative solution which used a strictly AVX implementation. If you don't care if unpacked elements are swapped with the last elements of each vector, this could work as well. The following is an AVX version:
inline __m128 left_pack(__m128 val, __m128i mask) noexcept
{
const __m128i shiftMask0 = _mm_shuffle_epi32(mask, 0xA4);
const __m128i shiftMask1 = _mm_shuffle_epi32(mask, 0x54);
const __m128i shiftMask2 = _mm_shuffle_epi32(mask, 0x00);
__m128 v = val;
v = _mm_blendv_ps(_mm_permute_ps(v, 0xF9), v, shiftMask0);
v = _mm_blendv_ps(_mm_permute_ps(v, 0xF9), v, shiftMask1);
v = _mm_blendv_ps(_mm_permute_ps(v, 0xF9), v, shiftMask2);
return v;
}
Essentially, each element in val is shifted once to the left using the bitfield, 0xF9 for blending with it's unshifted variant. Next, both shifted and unshifted versions are blended against the input mask (which has the first non-zero element broadcast across the remaining elements 3 and 4). Repeat this process two more times, broadcasting the second and third elements of mask to its subsequent elements on each iteration and this should provide an AVX version of the _pdep_u32() BMI2 instruction.
If you don't have AVX, you can easily swap out each _mm_permute_ps() with _mm_shuffle_ps() for an SSE4.1-compatible version.
And if you're using double-precision, here's an additional version for AVX2:
inline __m256 left_pack(__m256d val, __m256i mask) noexcept
{
const __m256i shiftMask0 = _mm256_permute4x64_epi64(mask, 0xA4);
const __m256i shiftMask1 = _mm256_permute4x64_epi64(mask, 0x54);
const __m256i shiftMask2 = _mm256_permute4x64_epi64(mask, 0x00);
__m256d v = val;
v = _mm256_blendv_pd(_mm256_permute4x64_pd(v, 0xF9), v, shiftMask0);
v = _mm256_blendv_pd(_mm256_permute4x64_pd(v, 0xF9), v, shiftMask1);
v = _mm256_blendv_pd(_mm256_permute4x64_pd(v, 0xF9), v, shiftMask2);
return v;
}
Additionally _mm_popcount_u32(_mm_movemask_ps(val)) can be used to determine the number of elements which remained after the left-packing.
Related
I need to unpack two 16-bit values from each 24 bits of input. (3 bytes -> 4 bytes). I already did it the naïve way but I'm not happy with the performance.
For example, InBuffer is __m128i:
value1 = (uint16_t)InBuffer[0:11] // bit-ranges
value2 = (uint16_t)InBuffer[12:24]
value3 = (uint16_t)InBuffer[25:36]
value4 = (uint16_t)InBuffer[37:48]
... for all the 128 bits.
After the unpacking, The values should be stored in __m256i variable.
How can I solve this with AVX2? Probably using unpack / shuffle / permute intrinsics?
I'm assuming you're doing this in a loop over a large array. If you only used __m128i loads, you'd have 15 useful bytes, which would only produce 20 output bytes in your __m256i output. (Well, I guess the 21st byte of output would be present, as the 16th byte of the input vector, the first 8 bytes of a new bitfield. But then your next vector would need to shuffle differently.)
Much better to use 24 bytes of input, producing 32 bytes of output. Ideally with a load that splits down the middle, so the low 12 bytes are in the low 128-bit "lane", avoiding the need for a lane-crossing shuffle like _mm256_permutexvar_epi32. Instead you can just _mm256_shuffle_epi8 to put bytes where you want them, setting up for some shift/and.
// uses 24 bytes starting at p by doing a 32-byte load from p-4.
// Don't use this for the first vector of a page-aligned array, or the last
inline
__m256i unpack12to16(const char *p)
{
__m256i v = _mm256_loadu_si256( (const __m256i*)(p-4) );
// v= [ x H G F E | D C B A x ] where each letter is a 3-byte pair of two 12-bit fields, and x is 4 bytes of garbage we load but ignore
const __m256i bytegrouping =
_mm256_setr_epi8(4,5, 5,6, 7,8, 8,9, 10,11, 11,12, 13,14, 14,15, // low half uses last 12B
0,1, 1,2, 3,4, 4,5, 6, 7, 7, 8, 9,10, 10,11); // high half uses first 12B
v = _mm256_shuffle_epi8(v, bytegrouping);
// each 16-bit chunk has the bits it needs, but not in the right position
// in each chunk of 8 nibbles (4 bytes): [ f e d c | d c b a ]
__m256i hi = _mm256_srli_epi16(v, 4); // [ 0 f e d | xxxx ]
__m256i lo = _mm256_and_si256(v, _mm256_set1_epi32(0x00000FFF)); // [ 0000 | 0 c b a ]
return _mm256_blend_epi16(lo, hi, 0b10101010);
// nibbles in each pair of epi16: [ 0 f e d | 0 c b a ]
}
// Untested: I *think* I got my shuffle and blend controls right, but didn't check.
It compiles like this (Godbolt) with clang -O3 -march=znver2. Of course an inline version would load the vector constants once, outside a loop.
unpack12to16(char const*): # #unpack12to16(char const*)
vmovdqu ymm0, ymmword ptr [rdi - 4]
vpshufb ymm0, ymm0, ymmword ptr [rip + .LCPI0_0] # ymm0 = ymm0[4,5,5,6,7,8,8,9,10,11,11,12,13,14,14,15,16,17,17,18,19,20,20,21,22,23,23,24,25,26,26,27]
vpsrlw ymm1, ymm0, 4
vpand ymm0, ymm0, ymmword ptr [rip + .LCPI0_1]
vpblendw ymm0, ymm0, ymm1, 170 # ymm0 = ymm0[0],ymm1[1],ymm0[2],ymm1[3],ymm0[4],ymm1[5],ymm0[6],ymm1[7],ymm0[8],ymm1[9],ymm0[10],ymm1[11],ymm0[12],ymm1[13],ymm0[14],ymm1[15]
ret
On Intel CPUs (before Ice Lake) vpblendw only runs on port 5 (https://uops.info/), competing with vpshufb (...shuffle_epi8). But it's a single uop (unlike vpblendvb variable-blend) with an immediate control. Still, that means a back-end ALU bottleneck of at best one vector per 2 cycles on Intel. If your src and dst are hot in L2 cache (or maybe only L1d), that might be the bottleneck, but this is already 5 uops for the front end, so with loop overhead and a store you're already close to a front-end bottleneck.
Blending with another vpand / vpor would cost more front-end uops but would mitigate the back-end bottleneck on Intel (before Ice Lake). It would be worse on AMD, where vpblendw can run on any of the 4 FP execution ports, and worse on Ice Lake where vpblendw can run on p1 or p5. And like I said, cache load/store throughput might be a bigger bottleneck than port 5 anyway, so fewer front-end uops are definitely better to let out-of-order exec see farther.
This may not be optimal; perhaps there's some way to set up for vpunpcklwd by getting the even (low) and odd (high) bit fields into the bottom 8 bytes of two separate input vectors even more cheaply? Or set up so we can blend with OR instead of needing to clear garbage in one input with vpblendw which only runs on port 5 on Skylake?
Or something we can do with vpsrlvd? (But not vpsrlvw - that would require AVX-512).
If you have AVX512VBMI, vpmultishiftqb is a parallel bitfield-extract. You'd just need to shuffle the right 3-byte pairs into the right 64-bit SIMD elements, then one _mm256_multishift_epi64_epi8 to put the good bits where you want them, and a _mm256_and_si256 to zero the high 4 bits of each 16-bit field will do the trick. (Can't quite take care of everything with 0-masking, or shuffling some zeros into the input for multishift, because there won't be any contiguous with the low 12-bit field.) Or you could set up for just an srli_epi16 that works for both low and high, instead of needing an AND constant, by having the multishift bitfield-extract line up both output fields with the bits you want at the top of the 16-bit element.
This may also allow a shuffle with larger granularity than bytes, although vpermb is actually fast on CPUs with AVX512VBMI, and unfortunately Ice Lake's vpermw is slower than vpermb.
With AVX-512 but not AVX512VBMI, working in 256-bit chunks lets us do the same thing as AVX2 but avoiding the blend. Instead, use merge-masking for the right shift, or vpsrlvw with a control vector to only shift the odd elements. For 256-bit vectors, this is probably as good as vpmultishiftqb.
I'm trying to enhance the performance of my code by using the 256bit vector (Intel intrinsics - AVX).
I have an I7 Gen.4 (Haswell architecture) processor supporting SSE1 to SSE4.2 and AVX/AVX2 Extensions.
This is the code snippet that I'm trying to enhance:
/* code snipet */
kfac1 = kfac + factor; /* 7 cycles for 7 additions */
kfac2 = kfac1 + factor;
kfac3 = kfac2 + factor;
kfac4 = kfac3 + factor;
kfac5 = kfac4 + factor;
kfac6 = kfac5 + factor;
kfac7 = kfac6 + factor;
k1fac1 = k1fac + factor1; /* 7 cycles for 7 additions */
k1fac2 = k1fac1 + factor1;
k1fac3 = k1fac2 + factor1;
k1fac4 = k1fac3 + factor1;
k1fac5 = k1fac4 + factor1;
k1fac6 = k1fac5 + factor1;
k1fac7 = k1fac6 + factor1;
k2fac1 = k2fac + factor2; /* 7 cycles for 7 additions */
k2fac2 = k2fac1 + factor2;
k2fac3 = k2fac2 + factor2;
k2fac4 = k2fac3 + factor2;
k2fac5 = k2fac4 + factor2;
k2fac6 = k2fac5 + factor2;
k2fac7 = k2fac6 + factor2;
/* code snipet */
From the Intel Manuals, I found this.
an integer addition ADD takes 1 cycle (latency).
a vector of 8 integers (32 bit) takes 1 cycle also.
So I've tried ton make it this way:
fac = _mm256_set1_epi32 (factor )
fac1 = _mm256_set1_epi32 (factor1)
fac2 = _mm256_set1_epi32 (factor2)
v1 = _mm256_set_epi32 (0,kfac6,kfac5,kfac4,kfac3,kfac2,kfac1,kfac)
v2 = _mm256_set_epi32 (0,k1fac6,k1fac5,k1fac4,k1fac3,k1fac2,k1fac1,k1fac)
v3 = _mm256_set_epi32 (0,k2fac6,k2fac5,k2fac4,k2fac3,k2fac2,k2fac1,k2fac)
res1 = _mm256_add_epi32 (v1,fac) ////////////////////
res2 = _mm256_add_epi32 (v2,fa1) // just 3 cycles //
res3 = _mm256_add_epi32 (v3,fa2) ////////////////////
But the problem is that these factors are going to be used as tables indexes ( table[kfac] ... ). So i have to extract the factor as seperate integers again.
I wonder if there is any possible way to do it??
A smart compiler could get table+factor into a register and use indexed addressing modes to get table+factor+k1fac6 as an address. Check the asm, and if the compiler doesn't do this for you, try changing the source to hand-hold the compiler:
const int *tf = table + factor;
const int *tf2 = table + factor2; // could be lea rdx, [rax+rcx*4] or something.
...
foo = tf[kfac2];
bar = tf2[k2fac6]; // could be mov r12, [rdx + rdi*4]
But to answer the question you asked:
Latency isn't a big deal when you have that many independent adds happening. The throughput of 4 scalar add instructions per clock on Haswell is much more relevant.
If k1fac2 and so on are already in contiguous memory, then using SIMD is possibly worth it. Otherwise all the shuffling and data transfer to get them in/out of vector regs makes it definitely not worth it. (i.e. the stuff compiler emits to implement _mm256_set_epi32 (0,kfac6,kfac5,kfac4,kfac3,kfac2,kfac1,kfac).
You could avoid needing to get the indices back into integer registers by using an AVX2 gather for the table loads. But gather is slow on Haswell, so probably not worth it. Maybe worth it on Broadwell.
On Skylake, gather is fast so it could be good if you can SIMD whatever you do with the LUT results. If you need to extract all the gather results back to separate integer registers, it's probably not worth it.
If you did need to extract 8x 32-bit integers from a __m256i into integer registers, you have three main choices of strategy:
Vector store to a tmp array and scalar loads
ALU shuffle instructions like pextrd (_mm_extract_epi32). Use _mm256_extracti128_si256 to get the high lane into a separate __m128i.
A mix of both strategies (e.g. store the high 128 to memory while using ALU stuff on the low half).
Depending on the surrounding code, any of these three could be optimal on Haswell.
pextrd r32, xmm, imm8 is 2 uops on Haswell, with one of them needing the shuffle unit on port5. That's a lot of shuffle uops, so a pure ALU strategy is only going to be good if your code is bottlenecked on L1d cache throughput. (Not the same thing as memory bandwidth). movd r32, xmm is only 1 uop, and compilers do know to use that when compiling _mm_extract_epi32(vec, 0), but you can also write int foo = _mm_cvtsi128_si32(vec) to make it explicit and remind yourself that the bottom element can be accessed more efficiently.
Store/reload has good throughput. Intel SnB-family CPUs including Haswell can run two loads per clock, and IIRC store-forwarding works from an aligned 32-byte store to any 4-byte element of it. But make sure it's an aligned store, e.g. into _Alignas(32) int tmp[8], or into a union between an __m256i and an int array. You could still store into the int array instead of the __m256i member to avoid union type-punning while still having the array aligned, but it's easiest to just use C++11 alignas or C11 _Alignas.
_Alignas(32) int tmp[8];
_mm256_store_si256((__m256i*)tmp, vec);
...
foo2 = tmp[2];
However, the problem with store/reload is latency. Even the first result won't be ready for 6 cycles after the store-data is ready.
A mixed strategy gives you the best of both worlds: ALU to extract the first 2 or 3 elements lets execution get started on whatever code uses them, hiding the store-forwarding latency of the store/reload.
_Alignas(32) int tmp[8];
_mm256_store_si256((__m256i*)tmp, vec);
__m128i lo = _mm256_castsi256_si128(vec); // This is free, no instructions
int foo0 = _mm_cvtsi128_si32(lo);
int foo1 = _mm_extract_epi32(lo, 1);
foo2 = tmp[2];
// rest of foo3..foo7 also loaded from tmp[]
// Then use foo0..foo7
You might find that it's optimal to do the first 4 elements with pextrd, in which case you only need to store/reload the upper lane. Use vextracti128 [mem], ymm, 1:
_Alignas(16) int tmp[4];
_mm_store_si128((__m128i*)tmp, _mm256_extracti128_si256(vec, 1));
// movd / pextrd for foo0..foo3
int foo4 = tmp[0];
...
With fewer larger elements (e.g. 64-bit integers), a pure ALU strategy is more attractive. 6-cycle vector-store / integer-reload latency is longer than it would take to get all of the results with ALU ops, but store/reload could still be good if there's a lot of instruction-level parallelism and you bottleneck on ALU throughput instead of latency.
With more smaller elements (8 or 16-bit), store/reload is definitely attractive. Extracting the first 2 to 4 elements with ALU instructions is still good. And maybe even vmovd r32, xmm and then picking that apart with integer shift/mask instructions is good.
Your cycle-counting for the vector version is also bogus. The three _mm256_add_epi32 operations are independent, and Haswell can run two vpaddd instructions in parallel. (Skylake can run all three in a single cycle, each with 1 cycle latency.)
Superscalar pipelined out-of-order execution means there's a big difference between latency and throughput, and keeping track of dependency chains matters a lot. See http://agner.org/optimize/, and other links in the x86 tag wiki for more optimization guides.
Given that _mm256_sqrt_ps() is relatively slow, and that the values I am generating are immediately truncated with _mm256_floor_ps(), looking around it seems that doing:
_mm256_mul_ps(_mm256_rsqrt_ps(eightFloats),
eightFloats);
Is the way to go for that extra bit of performance and avoiding a pipeline stall.
Unfortunately, with zero values, I of course get a crash calculating 1/sqrt(0). What is the best way around this? I have tried this (which works and is faster), but is there a better way, or am I going to run into problems under certain conditions?
_mm256_mul_ps(_mm256_rsqrt_ps(_mm256_max_ps(eightFloats,
_mm256_set1_ps(0.1))),
eightFloats);
My code is for a vertical application, so I can assume that it will be running on a Haswell CPU (i7-4810MQ), so FMA/AVX2 can be used. The original code is approximately:
float vals[MAX];
int sum = 0;
for (int i = 0; i < MAX; i++)
{
int thisSqrt = (int) floor(sqrt(vals[i]));
sum += min(thisSqrt, 0x3F);
}
All the values of vals should be integer values. (Why everything isn't just int is a different question...)
tl;dr: See the end for code that compiles and should work.
To just solve the 0.0 problem, you could also special-case inputs of 0.0 with an FP compare of the source against 0.0. Use the compare result as a mask to zero out any NaNs resulting from 0 * +Infinity in sqrt(x) = x * rsqrt(x)). Clang does this when autovectorizing. (But it uses blendps with the zeroed vector, instead of using the compare mask with andnps directly to zero or preserve elements.)
It would also be possible to use sqrt(x) ~= recip(rsqrt(x)), as suggested by njuffa. rsqrt(0) = +Inf. recip(+Inf) = 0. However, using two approximations would compound the relative error, which is a problem.
The thing you're missing:
Truncating to integer (instead of rounding) requires an accurate sqrt result when the input is a perfect square. If the result for 25*rsqrt(25) is 4.999999 or something (instead of 5.00001), you'll add 4 instead of 5.
Even with a Newton-Raphson iteration, rsqrtps isn't perfectly accurate the way sqrtps is, so it might still give 5.0 - 1ulp. (1ulp = one unit in the last place = lowest bit of the mantissa).
Also:
Newton Raphson formula explained
Newton Raphson SSE implementation performance (latency/throughput). Note that we care more about throughput than latency, since we're using it in a loop that doesn't do much else. sqrt isn't part of the loop-carried dep chain, so different iterations can have their sqrt calcs in flight at once.
It might be possible to kill 2 birds with one stone by adding a small constant before doing the (x+offset)*approx_rsqrt(x+offset) and then truncating to integer. Large enough to overcome the max relative error of 1.5*2-12, but small enough not to bump sqrt_approx(63*63-1+offset) up to 63 (the most sensitive case).
63*1.5*2^(-12) == 0.023071...
approx_sqrt(63*63-1) == 62.99206... +/- 0.023068..
Actually, we're screwed without a Newton iteration even without adding anything. approx_sqrt(63*63-1) could come out above 63.0 all by itself. n=36 is the largest value where the relative error in sqrt(n*n-1) + error is less than sqrt(n*n). GNU Calc:
define f(n) { local x=sqrt(n*n-1); local e=x*1.5*2^(-12); print x; print e, x+e; }
; f(36)
35.98610843089316319413
~0.01317850650545403926 ~35.99928693739861723339
; f(37)
36.9864840178138587015
~0.01354485498699237990 ~37.00002887280085108140
Does your source data have any properties that mean you don't have to worry about it being just below a large perfect square? e.g. is it always perfect squares?
You could check all possible input values, since the important domain is very small (integer FP values from 0..63*63) to see if the error in practice is small enough on Intel Haswell, but that would be a brittle optimization that could make your code break on AMD CPUs, or even on future Intel CPUs. Unfortunately, just coding to the ISA spec's guarantee that the relative error is up to 1.5*2-12 requires more instructions. I don't see any tricks a NR iteration.
If your upper limit was smaller (like 20), you could just do isqrt = static_cast<int> ((x+0.5)*approx_rsqrt(x+0.5)). You'd get 20 for 20*20, but always 19 for 20*20-1.
; define test_approx_sqrt(x, off) { local s=x*x+off; local sq=s/sqrt(s); local sq_1=(s-1)/sqrt(s-1); local e=1.5*2^(-12); print sq, sq_1; print sq*e, sq_1*e; }
; test_approx_sqrt(20, 0.5)
~20.01249609618950056874 ~19.98749609130668473087 # (x+0.5)/sqrt(x+0.5)
~0.00732879495710064718 ~0.00731963968187500662 # relative error
Note that val * (x +/- err) = val*x +/- val*err. IEEE FP mul produces results that are correctly rounded to 0.5ulp, so this should work for FP relative errors.
Anyway, I think you need one Newton-Raphson iteration.
The best bet is to add 0.5 to your input before doing an approx_sqrt using rsqrt. That sidesteps the 0/0 = NaN problem, and pushes the +/- error range all to one side of the whole number cut point (for numbers in the range we care about).
FP min/max instructions have the same performance as FP add, and will be on the critical path either way. Using an add instead of a max also solves the problem of results for perfect squares potentially being a few ulp below the correct result.
Compiler output: a decent starting point
I get pretty good autovectorization results from clang 3.7.1 with sum_int, with -fno-math-errno -funsafe-math-optimizations. -ffinite-math-only is not required (but even with the full -ffast-math, clang avoids sqrt(0) = NaN when using rsqrtps).
sum_fp doesn't auto-vectorize, even with the full -ffast-math.
However clang's version suffers from the same problem as your idea: truncating an inexact result from rsqrt + NR, potentially giving the wrong integer. IDK if this is why gcc doesn't auto-vectorize, because it could have used sqrtps for a big speedup without changing the results. (At least, as long as all the floats are between 0 and INT_MAX2, otherwise converting back to integer will give the "indefinite" result of INT_MIN. (sign bit set, all other bits cleared). This is a case where -ffast-math breaks your program, unless you use -mrecip=none or something.
See the asm output on godbolt from:
// autovectorizes with clang, but has rounding problems.
// Note the use of sqrtf, and that floorf before truncating to int is redundant. (removed because clang doesn't optimize away the roundps)
int sum_int(float vals[]){
int sum = 0;
for (int i = 0; i < MAX; i++) {
int thisSqrt = (int) sqrtf(vals[i]);
sum += std::min(thisSqrt, 0x3F);
}
return sum;
}
To manually vectorize with intrinsics, we can look at the asm output from -fno-unroll-loops (to keep things simple). I was going to include this in the answer, but then realized that it had problems.
putting it together:
I think converting to int inside the loop is better than using floorf and then addps. roundps is a 2-uop instruction (6c latency) on Haswell (1uop in SnB/IvB). Worse, both uops require port1, so they compete with FP add / mul. cvttps2dq is a 1-uop instruction for port1, with 3c latency, and then we can use integer min and add to clamp and accumulate, so port5 gets something to do. Using an integer vector accumulator also means the loop-carried dependency chain is 1 cycle, so we don't need to unroll or use multiple accumulators to keep multiple iterations in flight. Smaller code is always better for the big picture (uop cache, L1 I-cache, branch predictors).
As long as we aren't in danger of overflowing 32bit accumulators, this seems to be the best choice. (Without having benchmarked anything or even tested it).
I'm not using the sqrt(x) ~= approx_recip(approx_sqrt(x)) method, because I don't know how to do a Newton iteration to refine it (probably it would involve a division). And because the compounded error is larger.
Horizontal sum from this answer.
Complete but untested version:
#include <immintrin.h>
#define MAX 4096
// 2*sqrt(x) ~= 2*x*approx_rsqrt(x), with a Newton-Raphson iteration
// dividing by 2 is faster in the integer domain, so we don't do it
__m256 approx_2sqrt_ps256(__m256 x) {
// clang / gcc usually use -3.0 and -0.5. We could do the same by using fnmsub_ps (add 3 = subtract -3), so we can share constants
__m256 three = _mm256_set1_ps(3.0f);
//__m256 half = _mm256_set1_ps(0.5f); // we omit the *0.5 step
__m256 nr = _mm256_rsqrt_ps( x ); // initial approximation for Newton-Raphson
// 1/sqrt(x) ~= nr * (3 - x*nr * nr) * 0.5 = nr*(1.5 - x*0.5*nr*nr)
// sqrt(x) = x/sqrt(x) ~= (x*nr) * (3 - x*nr * nr) * 0.5
// 2*sqrt(x) ~= (x*nr) * (3 - x*nr * nr)
__m256 xnr = _mm256_mul_ps( x, nr );
__m256 three_minus_muls = _mm256_fnmadd_ps( xnr, nr, three ); // -(xnr*nr) + 3
return _mm256_mul_ps( xnr, three_minus_muls );
}
// packed int32_t: correct results for inputs from 0 to well above 63*63
__m256i isqrt256_ps(__m256 x) {
__m256 offset = _mm256_set1_ps(0.5f); // or subtract -0.5, to maybe share constants with compiler-generated Newton iterations.
__m256 xoff = _mm256_add_ps(x, offset); // avoids 0*Inf = NaN, and rounding error before truncation
__m256 approx_2sqrt_xoff = approx_2sqrt_ps256(xoff);
__m256i i2sqrtx = _mm256_cvttps_epi32(approx_2sqrt_xoff);
return _mm256_srli_epi32(i2sqrtx, 1); // divide by 2 with truncation
// alternatively, we could mask the low bit to zero and divide by two outside the loop, but that has no advantage unless port0 turns out to be the bottleneck
}
__m256i isqrt256_ps_simple_exact(__m256 x) {
__m256 sqrt_x = _mm256_sqrt_ps(x);
__m256i isqrtx = _mm256_cvttps_epi32(sqrt_x);
return isqrtx;
}
int hsum_epi32_avx(__m256i x256){
__m128i xhi = _mm256_extracti128_si256(x256, 1);
__m128i xlo = _mm256_castsi256_si128(x256);
__m128i x = _mm_add_epi32(xlo, xhi);
__m128i hl = _mm_shuffle_epi32(x, _MM_SHUFFLE(1, 0, 3, 2));
hl = _mm_add_epi32(hl, x);
x = _mm_shuffle_epi32(hl, _MM_SHUFFLE(2, 3, 0, 1));
hl = _mm_add_epi32(hl, x);
return _mm_cvtsi128_si32(hl);
}
int sum_int_avx(float vals[]){
__m256i sum = _mm256_setzero_si256();
__m256i upperlimit = _mm256_set1_epi32(0x3F);
for (int i = 0; i < MAX; i+=8) {
__m256 v = _mm256_loadu_ps(vals+i);
__m256i visqrt = isqrt256_ps(v);
// assert visqrt == isqrt256_ps_simple_exact(v) or something
visqrt = _mm256_min_epi32(visqrt, upperlimit);
sum = _mm256_add_epi32(sum, visqrt);
}
return hsum_epi32_avx(sum);
}
Compiles on godbolt to nice code, but I haven't tested it. clang makes slightly nicer code that gcc: clang uses broadcast-loads from 4B locations for the set1 constants, instead of repeating them at compile time into 32B constants. gcc also has a bizarre movdqa to copy a register.
Anyway, the whole loop winds up being only 9 vector instructions, compared to 12 for the compiler-generated sum_int version. It probably didn't notice the x*initial_guess(x) common-subexpressions that occur in the Newton-Raphson iteration formula when you're multiplying the result by x, or something like that. It also does an extra mulps instead of a psrld because it does the *0.5 before converting to int. So that's where the extra two mulps instructions come from, and there's the cmpps/blendvps.
sum_int_avx(float*):
vpxor ymm3, ymm3, ymm3
xor eax, eax
vbroadcastss ymm0, dword ptr [rip + .LCPI4_0] ; set1(0.5)
vbroadcastss ymm1, dword ptr [rip + .LCPI4_1] ; set1(3.0)
vpbroadcastd ymm2, dword ptr [rip + .LCPI4_2] ; set1(63)
LBB4_1: ; latencies
vaddps ymm4, ymm0, ymmword ptr [rdi + 4*rax] ; 3c
vrsqrtps ymm5, ymm4 ; 7c
vmulps ymm4, ymm4, ymm5 ; x*nr ; 5c
vfnmadd213ps ymm5, ymm4, ymm1 ; 5c
vmulps ymm4, ymm4, ymm5 ; 5c
vcvttps2dq ymm4, ymm4 ; 3c
vpsrld ymm4, ymm4, 1 ; 1c this would be a mulps (but not on the critical path) if we did this in the FP domain
vpminsd ymm4, ymm4, ymm2 ; 1c
vpaddd ymm3, ymm4, ymm3 ; 1c
; ... (those 9 insns repeated: loop unrolling)
add rax, 16
cmp rax, 4096
jl .LBB4_1
;... horizontal sum
IACA thinks that with no unroll, Haswell can sustain a throughput of one iteration per 4.15 cycles, bottlenecking on ports 0 and 1. So potentially you could shave a cycle by accumulating sqrt(x)*2 (with truncation to even numbers using _mm256_and_si256), and only divide by two outside the loop.
Also according to IACA, the latency of a single iteration is 38 cycles on Haswell. I only get 31c, so probably it's including L1 load-use latency or something. Anyway, this means that to saturate the execution units, operations from 8 iterations have to be in flight at once. That's 8 * ~14 unfused-domain uops = 112 unfused-uops (or less with clang's unroll) that have to be in flight at once. Haswell's scheduler is actually only 60 entries, but the ROB is 192 entries. The early uops from early iterations will already have executed, so they only need to be tracked in the ROB, not also in the scheduler. Many of the slow uops are at the beginning of each iteration, though. Still, there's reason to hope that this will come close-ish to saturating ports 0 and 1. Unless data is hot in L1 cache, cache/memory bandwidth will probably be the bottleneck.
Interleaving operations from multiple dep chains would also be better. When clang unrolls, it puts all 9 instructions for one iteration ahead of all 9 instructions for another iteration. It uses a surprisingly small number of registers, so it would be possible to have instructions for 2 or 4 iterations mixed together. This is the sort of thing compilers are supposed to be good at, but which is cumbersome for humans. :/
It would also be slightly more efficient if the compiler chose a one-register addressing mode, so the load could micro-fuse with the vaddps. gcc does this.
I need to shift a __m128i variable, (say v), by m bits, in such a way that bits move through all of the variable (So, the resulting variable represents v*2^m).
What is the best way to do this?!
Note that _mm_slli_epi64 shifts v0 and v1 seperately:
r0 := v0 << count
r1 := v1 << count
so the last bits of v0 missed, but I want to move those bits to r1.
Edit:
I looking for a code, faster than this (m<64):
r0 = v0 << m;
r1 = v0 >> (64-m);
r1 ^= v1 << m;
r2 = v1 >> (64-m);
For compile-time constant shift counts, you can get fairly good results. Otherwise not really.
This is just an SSE implementation of the r0 / r1 code from your question, since there's no other obvious way to do it. Variable-count shifts are only available for bit-shifts within vector elements, not for byte-shifts of the whole register. So we just carry the low 64bits up to the high 64 and use a variable-count shift to put them in the right place.
// untested
#include <immintrin.h>
/* some compilers might choke on slli / srli with non-compile-time-constant args
* gcc generates the xmm, imm8 form with constants,
* and generates the xmm, xmm form with otherwise. (With movd to get the count in an xmm)
*/
// doesn't optimize for the special-case where count%8 = 0
// could maybe do that in gcc with if(__builtin_constant_p(count)) { if (!count%8) return ...; }
__m128i mm_bitshift_left(__m128i x, unsigned count)
{
__m128i carry = _mm_bslli_si128(x, 8); // old compilers only have the confusingly named _mm_slli_si128 synonym
if (count >= 64)
return _mm_slli_epi64(carry, count-64); // the non-carry part is all zero, so return early
// else
carry = _mm_srli_epi64(carry, 64-count); // After bslli shifted left by 64b
x = _mm_slli_epi64(x, count);
return _mm_or_si128(x, carry);
}
__m128i mm_bitshift_left_3(__m128i x) { // by a specific constant, to see inlined constant version
return mm_bitshift_left(x, 3);
}
// by a specific constant, to see inlined constant version
__m128i mm_bitshift_left_100(__m128i x) { return mm_bitshift_left(x, 100); }
I thought this was going to be less convenient than it turned out to be. _mm_slli_epi64 works on gcc/clang/icc even when the count is not a compile-time constant (generating a movd from integer reg to xmm reg). There is a _mm_sll_epi64 (__m128i a, __m128i count) (note the lack of i), but at least these days, the i intrinsic can generate either form of psllq.
The compile-time-constant count versions are fairly efficient, compiling to 4 instructions (or 5 without AVX):
mm_bitshift_left_3(long long __vector(2)):
vpslldq xmm1, xmm0, 8
vpsrlq xmm1, xmm1, 61
vpsllq xmm0, xmm0, 3
vpor xmm0, xmm0, xmm1
ret
Performance:
This has 3 cycle latency (vpslldq(1) -> vpsrlq(1) -> vpor(1)) on Intel SnB/IvB/Haswell, with throughput limited to one per 2 cycles (saturating the vector shift unit on port 0). Byte-shift runs on the shuffle unit on a different port. Immediate-count vector shifts are all single-uop instructions, so this is only 4 fused-domain uops taking up pipeline space when mixed in with other code. (Variable-count vector shifts are 2 uop, 2 cycle latency, so the variable-count version of this function is worse than it looks from counting instructions.)
Or for counts >= 64:
mm_bitshift_left_100(long long __vector(2)):
vpslldq xmm0, xmm0, 8
vpsllq xmm0, xmm0, 36
ret
If your shift-count is not a compile-time constant, you have to branch on count > 64 to figure out whether to left or right shift the carry. I believe the shift count is interpreted as an unsigned integer, so a negative count is impossible.
It also takes extra instructions to get the int count and 64-count into vector registers. Doing this in a branchless fashion with vector compares and a blend instruction might be possible, but a branch is probably a good idea.
The variable-count version for __uint128_t in GP registers looks fairly good; better than the SSE version. Clang does a slightly better job than gcc, emitting fewer mov instructions, but it still uses two cmov instructions for the count >= 64 case. (Because x86 integer shift instructions mask the count, instead of saturating.)
__uint128_t leftshift_int128(__uint128_t x, unsigned count) {
return x << count; // undefined if count >= 128
}
In SSE4.A the instructions insrq and extrq can be used to shift (and rotate) through __mm128i 1-64 bits at a time. Unlike the 8/16/32/64 bit counterparts pextrN/pinsrX, these instructions select or insert m bits (between 1 and 64) at any bit offset from 0 to 127. The caveat is that the sum of lenght and offset must not exceed 128.
Given the following struct:
struct four_points {
uint32_t a, b, c, d;
}
What would be the absolute fastest way to compare two such structures and return the number of variables that match (in any position)?
For example:
four_points s1 = {0, 1, 2, 3};
four_points s2 = {1, 2, 3, 4};
I'd be looking for a result of 3, since three numbers match between the two structs. However, given the following:
four_points s1 = {1, 0, 2, 0};
four_points s2 = {0, 1, 9, 7};
Then I'd expect a result of only 2, because only two variables match between either struct (despite there being two zeros in the first).
I've figured out a few rudimentary systems for performing the comparison, but this is something that is going to be called a couple million times in a short time span and needs to be relatively quick. My current best attempt was to use a sorting network to sort all four values for either input, then loop over the sorted values and keep a tally of the values that are equal, advancing the current index of either input accordingly.
Is there any kind of technique that might be able to perform better then a sort & iteration?
On modern CPUs, sometimes brute force applied properly is the way to go. The trick is writing code that isn't limited by instruction latencies, just throughput.
Are duplicates common? If they're very rare, or have a pattern, using a branch to handle them makes the common case faster. If they're really unpredictable, it's better to do something branchless. I was thinking about using a branch to check for duplicates between positions where they're rare, and going branchless for the more common place.
Benchmarking is tricky because a version with branches will shine when tested with the same data a million times, but will have lots of branch mispredicts in real use.
I haven't benchmarked anything yet, but I have come up with a version that skips duplicates by using OR instead of addition to combine found-matches. It compiles to nice-looking x86 asm that gcc fully unrolls. (no conditional branches, not even loops).
Here it is on godbolt. (g++ is dumb and uses 32bit operations on the output of x86 setcc, which only sets the low 8 bits. This partial-register access will produce slowdowns. And I'm not even sure it ever zeroes the upper 24bits at all... Anyway, the code from gcc 4.9.2 looks good, and so does clang on godbolt)
// 8-bit types used because x86's setcc instruction only sets the low 8 of a register
// leaving the other bits unmodified.
// Doing a 32bit add from that creates a partial register slowdown on Intel P6 and Sandybridge CPU families
// Also, compilers like to insert movzx (zero-extend) instructions
// because I guess they don't realize the previous high bits are all zero.
// (Or they're tuning for pre-sandybridge Intel, where the stall is worse than SnB inserting the extra uop itself).
// The return type is 8bit because otherwise clang decides it should generate
// things as 32bit in the first place, and does zero-extension -> 32bit adds.
int8_t match4_ordups(const four_points *s1struct, const four_points *s2struct)
{
const int32_t *s1 = &s1struct->a; // TODO: check if this breaks aliasing rules
const int32_t *s2 = &s2struct->a;
// ignore duplicates by combining with OR instead of addition
int8_t matches = 0;
for (int j=0 ; j<4 ; j++) {
matches |= (s1[0] == s2[j]);
}
for (int i=1; i<4; i++) { // i=0 iteration is broken out above
uint32_t s1i = s1[i];
int8_t notdup = 1; // is s1[i] a duplicate of s1[0.. i-1]?
for (int j=0 ; j<i ; j++) {
notdup &= (uint8_t) (s1i != s1[j]); // like dup |= (s1i == s1[j]); but saves a NOT
}
int8_t mi = // match this iteration?
(s1i == s2[0]) |
(s1i == s2[1]) |
(s1i == s2[2]) |
(s1i == s2[3]);
// gcc and clang insist on doing 3 dependent OR insns regardless of parens, not that it matters
matches += mi & notdup;
}
return matches;
}
// see the godbolt link for a main() simple test harness.
On a machine with 128b vectors that can work with 4 packed 32bit integers (e.g. x86 with SSE2), you can broadcast each element of s1 to its own vector, deduplicate, and then do 4 packed-compares. icc does something like this to autovectorize my match4_ordups function (check it out on godbolt.)
Store the compare results back to integer registers with movemask, to get a bitmap of which elements compared equal. Popcount those bitmaps, and add the results.
This led me to a better idea: Getting all the compares done with only 3 shuffles with element-wise rotation:
{ 1d 1c 1b 1a }
== == == == packed-compare with
{ 2d 2c 2b 2a }
{ 1a 1d 1c 1b }
== == == == packed-compare with
{ 2d 2c 2b 2a }
{ 1b 1a 1d 1c } # if dups didn't matter: do this shuffle on s2
== == == == packed-compare with
{ 2d 2c 2b 2a }
{ 1c 1b 1a 1d } # if dups didn't matter: this result from { 1a ... }
== == == == packed-compare with
{ 2d 2c 2b 2a } { 2b ...
That's only 3 shuffles, and still does all 16 comparisons. The trick is combining them with ORs where we need to merge duplicates, and then being able to count them efficiently. A packed-compare outputs a vector with each element = zero or -1 (all bits set), based on the comparison between the two elements in that position. It's designed to make a useful operand to AND or XOR to mask off some vector elements, e.g. to make v1 += v2 & mask conditional on a per-element basis. It also works as just a boolean truth value.
All 16 compares with only 2 shuffles is possible by rotating one vector by two, and the other vector by one, and then comparing between the four shifted and unshifted vectors. This would be great if we didn't need to eliminate dups, but since we do, it matters which results are where. We're not just adding all 16 comparison results.
OR together the packed-compare results down to one vector. Each element will be set based on whether that element of s2 had any matches in s1. int _mm_movemask_ps (__m128 a) to turn the vector into a bitmap, then popcount the bitmap. (Nehalem or newer CPU required for popcnt, otherwise fall back to a version with a 4-bit lookup table.)
The vertical ORs take care of duplicates in s1, but duplicates in s2 is a less obvious extension, and would take more work. I did eventually think of a way that was less than twice as slow (see below).
#include <stdint.h>
#include <immintrin.h>
typedef struct four_points {
int32_t a, b, c, d;
} four_points;
//typedef uint32_t four_points[4];
// small enough to inline, only 62B of x86 instructions (gcc 4.9.2)
static inline int match4_sse_noS2dup(const four_points *s1pointer, const four_points *s2pointer)
{
__m128i s1 = _mm_loadu_si128((__m128i*)s1pointer);
__m128i s2 = _mm_loadu_si128((__m128i*)s2pointer);
__m128i s1b= _mm_shuffle_epi32(s1, _MM_SHUFFLE(0, 3, 2, 1));
// no shuffle needed for first compare
__m128i match = _mm_cmpeq_epi32(s1 , s2); //{s1.d==s2.d?-1:0, 1c==2c, 1b==2b, 1a==2a }
__m128i s1c= _mm_shuffle_epi32(s1, _MM_SHUFFLE(1, 0, 3, 2));
s1b = _mm_cmpeq_epi32(s1b, s2);
match = _mm_or_si128(match, s1b); // merge dups by ORing instead of adding
// note that we shuffle the original vector every time
// multiple short dependency chains are better than one long one.
__m128i s1d= _mm_shuffle_epi32(s1, _MM_SHUFFLE(2, 1, 0, 3));
s1c = _mm_cmpeq_epi32(s1c, s2);
match = _mm_or_si128(match, s1c);
s1d = _mm_cmpeq_epi32(s1d, s2);
match = _mm_or_si128(match, s1d); // match = { s2.a in s1?, s2.b in s1?, etc. }
// turn the the high bit of each 32bit element into a bitmap of s2 elements that have matches anywhere in s1
// use float movemask because integer movemask does 8bit elements.
int matchmask = _mm_movemask_ps (_mm_castsi128_ps(match));
return _mm_popcnt_u32(matchmask); // or use a 4b lookup table for CPUs with SSE2 but not popcnt
}
See the version that eliminates duplicates in s2 for the same code with lines in a more readable order. I tried to schedule instructions in case the CPU was only just barely decoding instructions ahead of what was executing, but gcc puts the instructions in the same order regardless of what order you put the intrinsics in.
This is extremely fast, if there isn't a store-forwarding stall in the 128b loads. If you just wrote the struct with four 32bit stores, running this function within the next several clock cycles will produce a stall when it tries to load the whole struct with a 128b load. See Agner Fog's site. If calling code already has many of the 8 values in registers, the scalar version could be a win, even though it'll be slower for a microbenchmark test that only reads the structs from memory.
I got lazy on cycle-counting for this, since dup-handling isn't done yet. IACA says Haswell can run it with a throughput of one iteration per 4.05 clock cycles, and latency of 17 cycles (Not sure if that's including the memory latency of the loads. There's a lot of instruction-level parallelism available, and all the instructions have single-cycle latency, except for movmsk(2) and popcnt(3)). It's slightly slower without AVX, because gcc chooses a worse instruction ordering, and still wastes a movdqa instruction copying a vector register.
With AVX2, this could do two match4 operations in parallel, in 256b vectors. AVX2 usually works as two 128b lanes, rather than full 256b vectors. Setting up your code to be able to take advantage of 2 or 4 (AVX-512) match4 operations in parallel will give you gains when you can compile for those CPUs. It's not essential for both the s1s or s2s to be stored contiguously so a single 32B load can get two structs. AVX2 has a fairly fast load 128b to the upper lane of a register.
Handling duplicates in s2
Maybe compare s2 to a shifted instead of rotated version of itself.
#### comparing S2 with itself to mask off duplicates
{ 0 2d 2c 2b }
{ 2d 2c 2b 2a } == == ==
{ 0 0 2d 2c }
{ 2d 2c 2b 2a } == ==
{ 0 0 0 2d }
{ 2d 2c 2b 2a } ==
Hmm, if zero can occur as a regular element, we may need to byte-shift after the compare as well, to turn potential false positives into zeros. If there was a sentinel value that couldn't appear in s1, you could shift in elements of that, instead of 0. (SSE has PALIGNR, which gives you any contiguous 16B window you want of the contents of two registers appended. Named for the use-case of simulating an unaligned load from two aligned loads. So you'd have a constant vector of that element.)
update: I thought of a nice trick that avoids the need for an identity element. We can actually get all 6 necessary s2 vs. s2 comparisons to happen with just two vector compares, and then combine the results.
Doing the same compare in the same place in two vectors lets you OR two results together without having to mask before the OR. (Works around the lack of a sentinel value).
Shuffling the output of the compares instead of extra shuffle&compare of S2. This means we can get d==a done next to the other compares.
Notice that we aren't limited to shuffling whole elements around. Byte-wise shuffle to get bytes from different compare results into a single vector element, and compare that against zero. (This saves less than I'd hoped, see below).
Checking for duplicates is a big slowdown (esp. in throughput, not so much in latency). So you're still best off arranging for a sentinel value in s2 that will never match any s1 element, which you say is possible. I only present this because I thought it was interesting. (And gives you an option in case you need a version that doesn't require sentinels sometime.)
static inline
int match4_sse(const four_points *s1pointer, const four_points *s2pointer)
{
// IACA_START
__m128i s1 = _mm_loadu_si128((__m128i*)s1pointer);
__m128i s2 = _mm_loadu_si128((__m128i*)s2pointer);
// s1a = unshuffled = s1.a in the low element
__m128i s1b= _mm_shuffle_epi32(s1, _MM_SHUFFLE(0, 3, 2, 1));
__m128i s1c= _mm_shuffle_epi32(s1, _MM_SHUFFLE(1, 0, 3, 2));
__m128i s1d= _mm_shuffle_epi32(s1, _MM_SHUFFLE(2, 1, 0, 3));
__m128i match = _mm_cmpeq_epi32(s1 , s2); //{s1.d==s2.d?-1:0, 1c==2c, 1b==2b, 1a==2a }
s1b = _mm_cmpeq_epi32(s1b, s2);
match = _mm_or_si128(match, s1b); // merge dups by ORing instead of adding
s1c = _mm_cmpeq_epi32(s1c, s2);
match = _mm_or_si128(match, s1c);
s1d = _mm_cmpeq_epi32(s1d, s2);
match = _mm_or_si128(match, s1d);
// match = { s2.a in s1?, s2.b in s1?, etc. }
// s1 vs s2 all done, now prepare a mask for it based on s2 dups
/*
* d==b c==a b==a d==a #s2b
* d==c c==b b==a d==a #s2c
* OR together -> s2bc
* d==abc c==ba b==a 0 pshufb(s2bc) (packed as zero or non-zero bytes within the each element)
* !(d==abc) !(c==ba) !(b==a) !0 pcmpeq setzero -> AND mask for s1_vs_s2 match
*/
__m128i s2b = _mm_shuffle_epi32(s2, _MM_SHUFFLE(1, 0, 0, 3));
__m128i s2c = _mm_shuffle_epi32(s2, _MM_SHUFFLE(2, 1, 0, 3));
s2b = _mm_cmpeq_epi32(s2b, s2);
s2c = _mm_cmpeq_epi32(s2c, s2);
__m128i s2bc= _mm_or_si128(s2b, s2c);
s2bc = _mm_shuffle_epi8(s2bc, _mm_set_epi8(-1,-1,0,12, -1,-1,-1,8, -1,-1,-1,4, -1,-1,-1,-1));
__m128i dupmask = _mm_cmpeq_epi32(s2bc, _mm_setzero_si128());
// see below for alternate insn sequences that can go here.
match = _mm_and_si128(match, dupmask);
// turn the the high bit of each 32bit element into a bitmap of s2 matches
// use float movemask because integer movemask does 8bit elements.
int matchmask = _mm_movemask_ps (_mm_castsi128_ps(match));
int ret = _mm_popcnt_u32(matchmask); // or use a 4b lookup table for CPUs with SSE2 but not popcnt
// IACA_END
return ret;
}
This requires SSSE3 for pshufb. It and a pcmpeq (and a pxor to generate a constant) are replacing a shuffle (bslli(s2bc, 12)), an OR, and an AND.
d==bc c==ab b==a a==d = s2b|s2c
d==a 0 0 0 = byte-shift-left(s2b) = s2d0
d==abc c==ab b==a a==d = s2abc
d==abc c==ab b==a 0 = mask(s2abc). Maybe use PBLENDW or MOVSS from s2d0 (which we know has zeros) to save loading a 16B mask.
__m128i s2abcd = _mm_or_si128(s2b, s2c);
//s2bc = _mm_shuffle_epi8(s2bc, _mm_set_epi8(-1,-1,0,12, -1,-1,-1,8, -1,-1,-1,4, -1,-1,-1,-1));
//__m128i dupmask = _mm_cmpeq_epi32(s2bc, _mm_setzero_si128());
__m128i s2d0 = _mm_bslli_si128(s2b, 12); // d==a 0 0 0
s2abcd = _mm_or_si128(s2abcd, s2d0);
__m128i dupmask = _mm_blend_epi16(s2abcd, s2d0, 0 | (2 | 1));
//__m128i dupmask = _mm_and_si128(s2abcd, _mm_set_epi32(-1, -1, -1, 0));
match = _mm_andnot_si128(dupmask, match); // ~dupmask & match; first arg is the one that's inverted
I can't recommend MOVSS; it will incur extra latency on AMD because it runs in the FP domain. PBLENDW is SSE4.1. popcnt is available on AMD K10, but PBLENDW isn't (some Barcelona-core PhenomII CPUs are probably still in use). Actually, K10 doesn't have PSHUFB either, so just require SSE4.1 and POPCNT, and use PBLENDW. (Or use the PSHUFB version, unless it's going to cache-miss a lot.)
Another option to avoid a loading a vector constant from memory is to movemask s2bc, and use integer instead of vector ops. However, it looks like that'll be slower, because the extra movemask isn't free, and integer ANDN isn't usable. BMI1 didn't appear until Haswell, and even Skylake Celerons and Pentiums won't have it. (Very annoying, IMO. It means compilers can't start using BMI for even longer.)
unsigned int dupmask = _mm_movemask_ps(cast(s2bc));
dupmask |= dupmask << 3; // bit3 = d==abc. garbage in bits 4-6, careful if using AVX2 to do two structs at once
// only 2 instructions. compiler can use lea r2, [r1*8] to copy and scale
dupmask &= ~1; // clear the low bit
unsigned int matchmask = _mm_movemask_ps(cast(match));
matchmask &= ~dupmask; // ANDN is in BMI1 (Haswell), so this will take 2 instructions
return _mm_popcnt_u32(matchmask);
AMD XOP's VPPERM (pick bytes from any element of two source registers) would let the byte-shuffle replace the OR that merges s2b and s2c as well.
Hmm, pshufb isn't saving me as much as I thought, because it requires a pcmpeqd, and a pxor to zero a register. It's also loading its shuffle mask from a constant in memory, which can miss in the D-cache. It is the fastest version I've come up with, though.
If inlined into a loop, the same zeroed register could be used, saving one instruction. However, OR and AND can run on port0 (Intel CPUs), which can't run shuffle or compare instructions. The PXOR doesn't use any execution ports, though (on Intel SnB-family microarchitecture).
I haven't run real benchmarks of any of these, only IACA.
The PBLENDW and PSHUFB versions have the same latency (22 cycles, compiled for non-AVX), but the PSHUFB version has better throughput (one per 7.1c, vs. one per 7.4c, because PBLENDW needs the shuffle port, and there's already a lot of contention for it.) IACA says the version using PANDN with a constant instead of PBLENDW is also one-per-7.4c throughput, disappointingly. Port0 isn't saturated, so IDK why it's as slow as PBLENDW.
Old ideas that didn't pan out.
Leaving them in for the benefit of people looking for things to try when using vectors for related things.
Dup-checking s2 with vectors is more work than checking s2 vs. s1, because one compare is as expensive as 4 if done with vectors. The shuffling or masking needed after the compare, to remove false positives if there's no sentinel value, is annoying.
Ideas so far:
Shift s2 over by an element, and compare it to itself. Mask off false positives from shifting in 0. Vertically OR these together, and use it to ANDN the s1 vs s2 vector.
scalar code to do the smaller number of s2 vs. itself comparisons, building a bitmask to use before popcnt.
Broadcast s2.d and check it against s2 (all positions). But that puts the results horizontally in one vector, instead of vertically in 3 vectors. To use that, maybe PTEST / SETCC to make a mask for the bitmap (to apply before popcount). (PTEST with a mask of _mm_setr_epi32(0, -1, -1, -1), to only test the c,b,a, not d==d). Do (c==a | c==b) and b==a with scalar code, and combine that into a mask. Intel Haswell and later have 4 ALU execution ports, but only 3 of them can run vector instructions, so some scalar code in the mix could fill port6. AMD has even more separation between vector and integer execution resources.
shuffle s2 to get all the necessary comparisons done somehow, then shuffle the outputs. Maybe use movemask -> 4-bit lookup table for something?