What is 'differential timing' technique for doing benchmarks? - benchmarking

At around 39 minute of "Writing Fast Code I" by Andrei Alexandrescu (link here to youtube)
there is a slide of how to use differential timing... can someone show me some basic code with this approach? It was only mentioned for a second, but I think that's an interesting idea.
Run baseline 2n times (t2a)
vs. baseline n times + contender n times (ta+b).
Relative improvement = "t2a / (2ta+b - t2a)"
some overhead noises canceled

Alexsandrescu's slide is rather trivial to pour into code:
auto start = clock::now();
for( int i = 0; i < 2*n; i++ )
baseline();
auto t2a = clock::now() - start;
start = clock::now();
for( int i = 0; i < n; i++ )
baseline();
// *
for( int i = 0; i < n; i++ )
contender();
auto taplusb = clock::now() - start;
double r = t2a / (2 * taplusb - t2a) // relative speedup
* Synchronization point which prevents optimization across the last two loops.
I would be more interested in the mathematical reasoning behind measuring the relative speed up this way as opposed to simply tBaseline / tContender as I've been doing for ever. He only vaguely hints at '...overhead noise (being) cancelled (out)', but doesn't explain it in detail.

If you keep watching until 41:40 or so, he mentions it again when warning about the pitfall of first run vs. subsequent (allocators warmed up, etc.)
The best solution for that is doing warm-up runs before the first timed region.
I think he's picturing that 2n baseline vs. n baseline + n contender in separate invocations of the benchmark program.
So instead of doing some warmup runs before the timed region, he's using the baseline as a controlled warmup inside the timed region. This might make it possible to just time the whole program, e.g. perf stat, instead of calling a time function inside the program. Depending on how much process startup overhead your OS has vs. how long you make your repeat loop.
Microbenchmarking is hard and there are many pitfalls. Notably benchmarking optimized code while still making sure there isn't optimization between iterations of your repeat loop. (Often it's useful to use inline asm "escape" macros to force the compiler to materialize a value in an integer register, and/or to forget about the value of a variable to defeat CSE. Sometimes it's sufficient to just add the final result of each iteration to a sum that you print at the end.)
This is the first I've heard of this differential idea. It doesn't sound more useful than normal warm-ups.
If anything it will make the contender look slightly worse than using the function under test for some warm-up runs before the timed region. Using the same function as the timed region will warm up branch-prediction for it. Or not because after inlining the warm-up vs. main versions will be at different addresses. The same pattern at different addresses may possibly still help a modern TAGE predictor but IDK.
Or if contender has any lookup tables, those will become hot in cache from the warmup.
In any case, warmups are essential, unless you make the repeat count long enough to dwarf the time it takes for the CPU to switch to max turbo and so on. And to page-fault in all the memory you touch.
If your calculated time/iteration doesn't stay constant with your repeat count, your microbenchmark is broken.
Take the rest of his advice with a grain of salt, too. Most of it use useful (e.g. prefer 32-bit integers even for local temporaries, not just for arrays for cache-footprint reasons), but the reasoning is wrong for some of them.
His explanation that an ALU can do 2x 32-bit adds or 1x 64-bit add only applies to SIMD: 4x 32-bit int in a vector for paddd or 2x 64-bit int in a vector for paddq. But x86 scalar add r32, r32 has the same throughput as add r64,r64. I don't think it was true even on Pentium 4 (Nocona) despite P4 having funky double-pumped ALUs with 0.5 cycle latency for add. At least before Prescott/Nocona which introduced 64-bit support.
Using 32-bit unsigned integers on x86-64 can stop the compiler from optimizing to pointer increments if it wants to. It has to maintain correctness in case of 32-bit wraparound of a variable before array indexing.
Using 16-bit or 8-bit locals to match the data in an array can sometimes help auto-vectorization, IIRC. Gcc/clang sometimes make really braindead code that unpacks to 32-bit and then re-packs down to 8-bit elements, when processing an array of int8_t or uint8_t. I forget if I've every actually worked around that by using narrow locals, though. C default integer promotions bring most expressions back up to 32-bit.
Also, at https://youtu.be/vrfYLlR8X8k?t=3498, he claims that FP->int is expensive. That's never been true on x86-64: FP math uses SSE/SSE2 which has an instruction that does truncating conversion. FP->int used to be slow in the bad old days of x87 math, where you had to change the FP rounding mode, fistp, then change it back, to get C truncation semantics. But SSE includes cvttsd2si exactly for that common case.
He also says float is no faster than double. That's true for scalar (other than div/sqrt), but if your code can auto-vectorize then you get twice as much work done per instruction and the instructions have the same throughput. (Twice as many elements fit in a SIMD vector.)
How the math works:
It just cancels out the n * baseline time from both parts, effectively doing (2 * baseline) / (2*contender) = baseline/contender.
It assumes that the times add normally (not overlapping computation). t_2a = 2 * baseline, and 2 * t_ab = 2 * baseline + 2 * contender. Subtracting cancels the 2*baseline parts, leaving you with 2*contender.
The trick isn't in the math, if anything this is more mathematically dangerous because subtracting two larger numbers accumulates error. i.e. if the n*baseline actually takes different amounts of time in the two runs (because you didn't control that perfectly), then it doesn't cancel and contributes error to your estimate.

Related

find nan in array of doubles using simd

This question is very similar to:
SIMD instructions for floating point equality comparison (with NaN == NaN)
Although that question focused on 128 bit vectors and had requirements about identifying +0 and -0.
I had a feeling I might be able to get this one myself but the intel intrinsics guide page seems to be down :/
My goal is to take an array of doubles and to return whether a NaN is present in the array. I am expecting that the majority of the time that there won't be one, and would like that route to have the best performance.
Initially I was going to do a comparison of 4 doubles to themselves, mirroring the non-SIMD approach for NaN detection (i.e. NaN only value where a != a is true). Something like:
data *double = ...
__m256d a, b;
int temp = 0;
//This bit would be in a loop over the array
//I'd probably put a sentinel in and loop over while !temp
a = _mm256_loadu_pd(data);
b = _mm256_cmp_pd(a, a, _CMP_NEQ_UQ);
temp = temp | _mm256_movemask_pd(b);
However, in some of the examples of comparison it looks like there is some sort of NaN detection already going on in addition to the comparison itself. I briefly thought, well if something like _CMP_EQ_UQ will detect NaNs, I can just use that and then I can compare 4 doubles to 4 doubles and magically look at 8 doubles at once at the same time.
__m256d a, b, c;
a = _mm256_loadu_pd(data);
b = _mm256_loadu_pd(data+4);
c = _mm256_cmp_pd(a, b, _CMP_EQ_UQ);
At this point I realized I wasn't quite thinking straight because I might happen to compare a number to itself that is not a NaN (i.e. 3 == 3) and get a hit that way.
So my question is, is comparing 4 doubles to themselves (as done above) the best I can do or is there some other better approach to finding out whether my array has a NaN?
You might be able to avoid this entirely by checking fenv status, or if not then cache block it and/or fold it into another pass over the same data, because it's very low computational intensity (work per byte loaded/stored), so it easily bottlenecks on memory bandwidth. See below.
The comparison predicate you're looking for is _CMP_UNORD_Q or _CMP_ORD_Q to tell you that the comparison is unordered or ordered, i.e. that at least one of the operands is a NaN, or that both operands are non-NaN, respectively. What does ordered / unordered comparison mean?
The asm docs for cmppd list the predicates and have equal or better details than the intrinsics guide.
So yes, if you expect NaN to be rare and want to quickly scan through lots of non-NaN values, you can vcmppd two different vectors against each other. If you cared about where the NaN was, you could do extra work to sort that out once you know that there is at least one in either of two input vectors. (Like _mm256_cmp_pd(a,a, _CMP_UNORD_Q) to feed movemask + bitscan for lowest set bit.)
OR or AND multiple compares per movemask
Like with other SSE/AVX search loops, you can also amortize the movemask cost by combining a few compare results with _mm256_or_pd (find any unordered) or _mm256_and_pd (check for all ordered). E.g. check a couple cache lines (4x _mm256d with 2x _mm256_cmp_pd) per movemask / test/branch. (glibc's asm memchr and strlen use this trick.) Again, this optimizes for your common case where you expect no early-outs and have to scan the whole array.
Also remember that it's totally fine to check the same element twice, so your cleanup can be simple: a vector that loads up to the end of the array, potentially overlapping with elements you already checked.
// checks 4 vectors = 16 doubles
// non-zero means there was a NaN somewhere in p[0..15]
static inline
int any_nan_block(double *p) {
__m256d a = _mm256_loadu_pd(p+0);
__m256d abnan = _mm256_cmp_pd(a, _mm256_loadu_pd(p+ 4), _CMP_UNORD_Q);
__m256d c = _mm256_loadu_pd(p+8);
__m256d cdnan = _mm256_cmp_pd(c, _mm256_loadu_pd(p+12), _CMP_UNORD_Q);
__m256d abcdnan = _mm256_or_pd(abnan, cdnan);
return _mm256_movemask_pd(abcdnan);
}
// more aggressive ORing is possible but probably not needed
// especially if you expect any memory bottlenecks.
I wrote the C as if it were assembly, one instruction per source line. (load / memory-source cmppd). These 6 instructions are all single-uop in the fused-domain on modern CPUs, if using non-indexed addressing modes on Intel. test/jnz as a break condition would bring it up to 7 uops.
In a loop, an add reg, 16*8 pointer increment is another 1 uop, and cmp / jne as a loop condition is one more, bringing it up to 9 uops. So unfortunately on Skylake this bottlenecks on the front-end at 4 uops / clock, taking at least 9/4 cycles to issue 1 iteration, not quite saturating the load ports. Zen 2 or Ice Lake could sustain 2 loads per clock without any more unrolling or another level of vorpd combining.
Another trick that might be possible is to use vptest or vtestpd on two vectors to check that they're both non-zero. But I'm not sure it's possible to correctly check that every element of both vectors is non-zero. Can PTEST be used to test if two registers are both zero or some other condition? shows that the other way (that _CMP_UNORD_Q inputs are both all-zero) is not possible.
But this wouldn't really help: vtestpd / jcc is 3 uops total, vs. vorpd / vmovmskpd / test+jcc also being 3 fused-domain uops on existing Intel/AMD CPUs with AVX, so it's not even a win for throughput when you're branching on the result. So even if it's possible, it's probably break even, although it might save a bit of code size. And wouldn't be worth considering if it takes more than one branch to sort out the all-zeros or mix_zeros_and_ones cases from the all-ones case.
Avoiding work: check fenv flags instead
If your array was the result of computation in this thread, just check the FP exception sticky flags (in MXCSR manually, or via fenv.h fegetexcept) to see if an FP "invalid" exception has happened since you last cleared FP exceptions. If not, I think that means the FPU hasn't produced any NaN outputs and thus there are none in arrays written since then by this thread.
If it is set, you'll have to check; the invalid exception might have been raised for a temporary result that didn't propagate into this array.
Cache blocking:
If/when fenv flags don't let you avoid the work entirely, or aren't a good strategy for your program, try to fold this check into whatever produced the array, or into the next pass that reads it. So you're reusing data while it's already loaded into vector registers, increasing computational intensity. (ALU work per load/store.)
Even if data is already hot in L1d, it will still bottleneck on load port bandwidth: 2 loads per cmppd still bottlenecks on 2/clock load port bandwidth, on CPUs with 2/clock vcmppd ymm (Skylake but not Haswell).
Also worthwhile to align your pointers to make sure you're getting full load throughput from L1d cache, especially if data is sometimes already hot in L1d.
Or at least cache-block it so you check a 128kiB block before running another loop on that same block while it's hot in cache. That's half the size of 256k L2 so your data should still be hot from the previous pass, and/or hot for the next pass.
Definitely avoid running this over a whole multi-megabyte array and paying the cost of getting it into the CPU core from DRAM or L3 cache, then evicting again before another loop reads it. That's worst case computational intensity, paying the cost of getting it into a CPU core's private cache more than once.

Idiomatic way of performance evaluation?

I am evaluating a network+rendering workload for my project.
The program continuously runs a main loop:
while (true) {
doSomething()
drawSomething()
doSomething2()
sendSomething()
}
The main loop runs more than 60 times per second.
I want to see the performance breakdown, how much time each procedure takes.
My concern is that if I print the time interval for every entrance and exit of each procedure,
It would incur huge performance overhead.
I am curious what is an idiomatic way of measuring the performance.
Printing of logging is good enough?
Generally: For repeated short things, you can just time the whole repeat loop. (But microbenchmarking is hard; easy to distort results unless you understand the implications of doing that; for very short things, throughput and latency are different, so measure both separately by making one iteration use the result of the previous or not. Also beware that branch prediction and caching can make something look fast in a microbenchmark when it would actually be costly if done one at a time between other work in a larger program.
e.g. loop unrolling and lookup tables often look good because there's no pressure on I-cache or D-cache from anything else.)
Or if you insist on timing each separate iteration, record the results in an array and print later; you don't want to invoke heavy-weight printing code inside your loop.
This question is way too broad to say anything more specific.
Many languages have benchmarking packages that will help you write microbenchmarks of a single function. Use them. e.g. for Java, JMH makes sure the function under test is warmed up and fully optimized by the JIT, and all that jazz, before doing timed runs. And runs it for a specified interval, counting how many iterations it completes. See How do I write a correct micro-benchmark in Java? for that and more.
Beware common microbenchmark pitfalls
Failure to warm up code / data caches and stuff: page faults within the timed region for touching new memory, or code / data cache misses, that wouldn't be part of normal operation. (Example of noticing this effect: Performance: memset; or example of a wrong conclusion based on this mistake)
Never-written memory (obtained fresh from the kernel) gets all its pages copy-on-write mapped to the same system-wide physical page (4K or 2M) of zeros if you read without writing, at least on Linux. So you can get cache hits but TLB misses. e.g. A large allocation from new / calloc / malloc, or a zero-initialized array in static storage in .bss. Use a non-zero initializer or memset.
Failure to give the CPU time to ramp up to max turbo: modern CPUs clock down to idle speeds to save power, only clocking up after a few milliseconds. (Or longer depending on the OS / HW).
related: on modern x86, RDTSC counts reference cycles, not core clock cycles, so it's subject to the same CPU-frequency variation effects as wall-clock time.
Most integer and FP arithmetic asm instructions (except divide and square root which are already slower than others) have performance (latency and throughput) that doesn't depend on the actual data. Except for subnormal aka denormal floating point being very slow, and in some cases (e.g. legacy x87 but not SSE2) also producing NaN or Inf can be slow.
On modern CPUs with out-of-order execution, some things are too short to truly time meaningfully, see also this. Performance of a tiny block of assembly language (e.g. generated by a compiler for one function) can't be characterized by a single number, even if it doesn't branch or access memory (so no chance of mispredict or cache miss). It has latency from inputs to outputs, but different throughput if run repeatedly with independent inputs is higher. e.g. an add instruction on a Skylake CPU has 4/clock throughput, but 1 cycle latency. So dummy = foo(x) can be 4x faster than x = foo(x); in a loop. Floating-point instructions have higher latency than integer, so it's often a bigger deal. Memory access is also pipelined on most CPUs, so looping over an array (address for next load easy to calculate) is often much faster than walking a linked list (address for next load isn't available until the previous load completes).
Obviously performance can differ between CPUs; in the big picture usually it's rare for version A to be faster on Intel, version B to be faster on AMD, but that can easily happen in the small scale. When reporting / recording benchmark numbers, always note what CPU you tested on.
Related to the above and below points: you can't "benchmark the * operator" in C in general, for example. Some use-cases for it will compile very differently from others, e.g. tmp = foo * i; in a loop can often turn into tmp += foo (strength reduction), or if the multiplier is a constant power of 2 the compiler will just use a shift. The same operator in the source can compile to very different instructions, depending on surrounding code.
You need to compile with optimization enabled, but you also need to stop the compiler from optimizing away the work, or hoisting it out of a loop. Make sure you use the result (e.g. print it or store it to a volatile) so the compiler has to produce it. For an array, volatile double sink = output[argc]; is a useful trick: the compiler doesn't know the value of argc so it has to generate the whole array, but you don't need to read the whole array or even call an RNG function. (Unless the compiler aggressively transforms to only calculate the one output selected by argc, but that tends not to be a problem in practice.)
For inputs, use a random number or argc or something instead of a compile-time constant so your compiler can't do constant-propagation for things that won't be constants in your real use-case. In C you can sometimes use inline asm or volatile for this, e.g. the stuff this question is asking about. A good benchmarking package like Google Benchmark will include functions for this.
If the real use-case for a function lets it inline into callers where some inputs are constant, or the operations can be optimized into other work, it's not very useful to benchmark it on its own.
Big complicated functions with special handling for lots of special cases can look fast in a microbenchmark when you run them repeatedly, especially with the same input every time. In real life use-cases, branch prediction often won't be primed for that function with that input. Also, a massively unrolled loop can look good in a microbenchmark, but in real life it slows everything else down with its big instruction-cache footprint leading to eviction of other code.
Related to that last point: Don't tune only for huge inputs, if the real use-case for a function includes a lot of small inputs. e.g. a memcpy implementation that's great for huge inputs but takes too long to figure out which strategy to use for small inputs might not be good. It's a tradeoff; make sure it's good enough for large inputs (for an appropriate definition of "enough"), but also keep overhead low for small inputs.
Litmus tests:
If you're benchmarking two functions in one program: if reversing the order of testing changes the results, your benchmark isn't fair. e.g. function A might only look slow because you're testing it first, with insufficient warm-up. example: Why is std::vector slower than an array? (it's not, whichever loop runs first has to pay for all the page faults and cache misses; the 2nd just zooms through filling the same memory.)
Increasing the iteration count of a repeat loop should linearly increase the total time, and not affect the calculated time-per-call. If not, then you have non-negligible measurement overhead or your code optimized away (e.g. hoisted out of the loop and runs only once instead of N times).
Vary other test parameters as a sanity check.
For C / C++, see also Simple for() loop benchmark takes the same time with any loop bound where I went into some more detail about microbenchmarking and using volatile or asm to stop important work from optimizing away with gcc/clang.

C code optimization

I'm trying to optimize some C code, and it's my first time.
As a first step i dumped my executable file in order to see the assembler code.
For example for this function:
void init_twiddle(int N)
{
int i=0;
for(i=0; i<ELEMENTS_HALF; i++)
{
twiddle_table[i].re = (float) cos((float)i * 2.0 * PI / (float)N);
twiddle_table[i].im = (float) - sin((float)i * 2.0 * PI / (float)N);
}
}
wouldn't be better if i do this instead:
void init_twiddle(int N)
{
int i=0;
float puls = 2.0 * PI / (float)N;
for(i=0; i<ELEMENTS_HALF; i++)
{
twiddle_table[i].re = (float) cos((float)i * puls);
twiddle_table[i].im = (float) - sin((float)i * puls);
}
in order to avoid mult and div operation of being repeated thousands of times?
}
Unfortunately, your first step was already kindof wrong.
Don't blindly walk through your code optimizing arbitrary loops which might or (more probably) might not affect performance (maybe because that code is so rarely called that it doesn't really use any run-time).
Optimizing means: You need to find out first where is the time spent in my program? Use timing measurements to narrow down where your program spends most of its time (you can use homegrown logging using us timers or a profiling application for that). Without at least some figures you wouldn't even see where the compiler has already helped you and maybe has already maxed out all possibilities, even if your code looks like it has some potential left for being faster (modern compilers are really very good at that).
Only if you know the hot spots in your application you should start optimizing those.
The problem is that it is a floating point expression and floating point operations are not commutative. So the optimization is invalid in general for any compiler that follows IEEE 754. So either you have to do this optimization manually, or you have to tell the compiler to treat floating point as commutative for optimization purposes (in gcc and clang you use -ffast-math to do this). This will introduce slight changes in the resulting values.
For comparison of the assembly:
Without -ffast-math
With -ffast-math
You can do this much faster, indeed you need only 1 sine and 1 cosine (which are disastrously slow). What you're actually doing is calculating the coordinates of a little vector that you spin around the origin, the alternative way to do it is by actually spinning that vector around the origin, one step at the time. The rotation matrix for a single step is what costs the single sine and cosine.
Of course this may be a bit less accurate, but no significant trouble should build up if you make a a reasonable number of steps.
The root of all evil is premature optimization
– Donald Knuth
You should optimize, if you have a problem with execution duration. There are tools that record the duration of every single statement or at least function call.
I think that most compilers detect such constant expressions in a loop and there is nothing to optimize, because it is already optimized.
First of all, use double, not float. In C, library routines are all in double, so you're just doing a lot of converting.
Second, calculate the angle once and put it in a variable, not twice.
Maybe the compiler recognizes that it can do this for you, but I prefer not to tempt the compiler not to.
Third, is there a sincos function? The sine and cosine functions are closely related, so one can be calculated at the same time as the other.
Fourth, when thinking about performance, switch your brain to thinking in percent of total time, not doing something "thousands of times". That way, you will concentrate on what has the greatest overall benefit, not things that might well be irrelevant.
This probably won't change your code performance, since this a standard loop invariants optimization that is performed by any standard compiler (assuming optimizations aren't turned off)..

Calculating Floating point Operations Per Second(FLOPS) and Integer Operations Per Second(IOPS)

I am trying to learn some basic benchmarking. I have a loop in my Java program like,
float a=6.5f;
int b=3;
for(long j=0; j<999999999; j++){
var = a*b+(a/b);
}//end of for
My processor takes around 0.431635 second to process this. How would I calculate processor speed in terms of Flops(Floating point Operations Per Second) and Iops(Integer Operations Per Second)? Can you provide explanations with some steps?
You have a single loop with 999999999 iterations: lets call this 1e9 (one billion) for simplicity. The integers will get promoted to floats in the calculations that involve both, so the loop contains 3 floating-point operations: one mult, one add, and one div, so there are 3e9. This takes 0.432s, so you're apparently getting about 6.94 GFLOP/s (3e9/0.432). Similarly, you are doing 1 integer op (j++) per loop iteration, so you are getting 1e9/0.432 or about 2.32 GIOP/s.
However, the calculation a*b+(a/b) is loop-invariant, so it would be pretty surprising if this didn't get optimized away. I don't know much about Java, but any C compiler will evaluate this at compile-time, remove the a and b variables and the loop, and (effectively) replace the whole lot with var=21.667;. This is a very basic optimization, so I'd be surprised if javac didn't do it too.
I have no idea what's going on under the hood in Java, but I'd be suspicious of getting 7 GFLOPs. Modern Intel CPUs (I'm assuming that's what you've got) are, in principle, capable of two vector arithmetic ops per clock cycle with the right instruction mix (one add and one mult per cycle), so for a 3 GHz 4-core CPU, it's even possible to get 3e9*4*8 = 96 single-precision GFLOPs under ideal conditions. The various mul and add instructions have a reciprocal throughput of 1 cycle, but the div takes more than ten times as long, so I'd be very suspicious of getting more than about CLK/12 FLOPs (scalar division on a single core) once division is involved: if the compiler is smart enough to vectorize and/or parallelize the code to get more than that, which it would have to do, it would surely be smart enough to optimize away the whole loop.
In summary, I suspect that the loop is being optimized away completely and the 0.432 seconds you're seeing is just overhead. You have not given any indication how you're timing the above loop, so I can't be sure. You can check this out for yourself by replacing the ~1e9 loop iterations with 1e10. If it doesn't take about 10x as long, you're not timing what you think you're timing.
There's a lot more to say about benchmarking and profiling, but I'll leave it at that.
I know this is very late, but I hope it helps someone.
Emmet.

Performance Optimization for Matrix Rotation

I'm now trapped by a performance optimization lab in the book "Computer System from a Programmer's Perspective" described as following:
In a N*N matrix M, where N is multiple of 32, the rotate operation can be represented as:
Transpose: interchange elements M(i,j) and M(j,i)
Exchange rows: Row i is exchanged with row N-1-i
A example for matrix rotation(N is 3 instead of 32 for simplicity):
------- -------
|1|2|3| |3|6|9|
------- -------
|4|5|6| after rotate is |2|5|8|
------- -------
|7|8|9| |1|4|7|
------- -------
A naive implementation is:
#define RIDX(i,j,n) ((i)*(n)+(j))
void naive_rotate(int dim, pixel *src, pixel *dst)
{
int i, j;
for (i = 0; i < dim; i++)
for (j = 0; j < dim; j++)
dst[RIDX(dim-1-j, i, dim)] = src[RIDX(i, j, dim)];
}
I come up with an idea by inner-loop-unroll. The result is:
Code Version Speed Up
original 1x
unrolled by 2 1.33x
unrolled by 4 1.33x
unrolled by 8 1.55x
unrolled by 16 1.67x
unrolled by 32 1.61x
I also get a code snippet from pastebin.com that seems can solve this problem:
void rotate(int dim, pixel *src, pixel *dst)
{
int stride = 32;
int count = dim >> 5;
src += dim - 1;
int a1 = count;
do {
int a2 = dim;
do {
int a3 = stride;
do {
*dst++ = *src;
src += dim;
} while(--a3);
src -= dim * stride + 1;
dst += dim - stride;
} while(--a2);
src += dim * (stride + 1);
dst -= dim * dim - stride;
} while(--a1);
}
After carefully read the code, I think main idea of this solution is treat 32 rows as a data zone, and perform the rotating operation respectively. Speed up of this version is 1.85x, overwhelming all the loop-unroll version.
Here are the questions:
In the inner-loop-unroll version, why does increment slow down if the unrolling factor increase, especially change the unrolling factor from 8 to 16, which does not effect the same when switch from 4 to 8? Does the result have some relationship with depth of the CPU pipeline? If the answer is yes, could the degrade of increment reflect pipeline length?
What is the probable reason for the optimization of data-zone version? It seems that there is no too much essential difference from the original naive version.
EDIT:
My test environment is Intel Centrino Duo architecture and the verion of gcc is 4.4
Any advice will be highly appreciated!
Kind regards!
What kind of processor are you testing this on? I dimly remember that unrolling loops helps when the processor can handle multiple operations at once, but only up to the maximum number of parallel executions. So if your processor can only handle 8 simultaneous instructions, then unrolling to 16 won't help. But someone with knowledge of more recent processor design will have to pipe up/correct me.
EDIT: According to this PDF, the centrino core2 duo has two processors, each of which is capable of 4 simultaneous instructions. It's generally not so simple, though. Unless your compiler is optimizing across both cores (ie, when you run the task manager (if you're on windows, top if you're on linux), you'll see that CPU usage is maxed out), your process will be running on one core at a time. The processor also features 14 stages of execution, so if you can keep the pipeline full, you'll get a faster execution.
Continuing along the theoretical route, then, you get a speed improvement of 33% with a single unroll because you're starting to take advantage of simultaneous instruction execution. Going to 4 unrolls doesn't really help, because you're now still within that 4-simultaneous-instruction limit. Going to 8 unrolls helps because the processor can now fill the pipeline more completely, so more instructions will get executed per clock cycle.
For this last, think about how a McDonald's drive through works (I think that that's relatively widespread?). A car enters the drivethrough, orders at one window, pays at a second window, and receives food at a third window. If a second drive enters when the first is still ordering, then by the time both finish (assuming each operation in the drive through takes one 'cycle' or time unit), then 2 full operations will be done by the time 4 cycles have elapsed. If each car did all of their operations at one window, then the first car would take 3 cycles for ordering, paying, and getting food, and then the second car would also take 3 cycles for ordering, paying and getting food, for a total of 6 cycles. So, operation time due to pipelining decreases.
Of course, you have to keep the pipeline full to get the largest speed improvement. 14 stages is a lot of stages, so going to 16 unrolls will give you some improvement still because more operations can be in the pipeline.
Going to 32 causing a decrease in performance may have to do with bandwidth to the processor from the cache (again a guess, can't know for sure without seeing your code exactly, as well as the machine code). If all the instructions can't fit into cache or into the registers, then there is some time necessary to prepare them all to run (ie, people have to get into their cars and get to the drive through in the first place). There will be some reduction in speed if they all get there all at once, and some shuffling of the line has to be done to make the operation proceed.
Note that each movement from src to dst is not free or a single operation. You have the lookups into the arrays, and that costs time.
As for why the second version works so quickly, I'm going to hazard a guess that it has to do with the [] operator. Every time that gets called, you're doing some lookups into both the src and dst arrays, resolving pointers to locations, and then retrieving the memory. The other code is going straight to the pointers of the arrays and accessing them directly; basically, for each of the movements from src to dst, there are less operations involved in the move, because the lookups have been handled explicitly through pointer placement. If you use [], these steps are followed:
do any math inside the []
take a pointer to that location (startOfArray + [] in memory)
return the result of that location in memory
If you walk along with a pointer, you just do the math to do the walk (typically just an addition, no multiplication) and then return the result, because you've already done the second step.
If I'm right, then you might get better results with the second code by unrolling its inner loop as well, so that multiple operations can be pipelined simultaneously.
The first part of the question I'm not sure about. My initial thought was some sort of cache problem, but you're only accessing each item once.
The other code could be faster for a coupe reasons.
1) The loops count down instead of up. Comparing a loop counter to zero costs nothing on most architectures (a flag is set by the decrement automatically) you have to explicitly compare to a max value with each iteration.
2) There is no math in the inner loop. You are doing a bunch of math in your inner loop. I see 2 subtractions in the main code and a multiply in the macro (which is used twice). There is also the implicit addition of the resulting indexes to the base address of the array which is avoided by the use of pointers (good addressing modes on x86 should eliminate this penalty too).
When writing optimized code, you always construct it bottom up from the inside. This means taking the inner-most loop and reducing its content to nearly zero. In this case, moving data is unavoidable. Incrementing a pointer is the bare minimum to get to the next item, the other pointer needs to add an offset to get to its next item. So at a minimum we have 4 operations: load, store, increment, add. If an architecture supported "move with post-increment" this would be 2 instructions total. On Intel I suspect it's 3 or 4 instructions. Anything more than this like subtractions and multiplication is going to add significant code.
Looking at the assembly code of each version should offer much insight.
If you run this repeatedly on a small matrix (32x32) that fits completely in cache you should should see even more dramatic differences in implementations. Running on a 1024x1024 matrix will be much slower than doing 1024 rotations of a single 32x32 even though the number of data copies is the same.
The main purpose of loop unrolling is to reduce the time spent on the loop control (test for completion, incrementing counters, etc...). This is a case of diminishing returns though, since as the loop is unrolled more and more, the time spent on loop control becomes less and less significant. Like mmr said, loop unrolling may also help the compiler to execute things in parallel, but only up to a point.
The "data-zone" algorithm appears to be a version of a cache efficient matrix transpose algorithm. The problem with computing a transpose the naive way is that it results in a lot of cache misses. For the source array, you are accessing the memory along each row, so it is accessed in a linear manner, element-by-element. However, this requires that you access the destination array along the columns, meaning you are jumping dim elements each time you access an element. Basically, for each row of the input, you are traversing the memory of the entire destination matrix. Since the whole matrix probably won't fit in the cache, memory has to be loaded and unloaded from the cache very often.
The "data-zone" algorithm takes the matrix that you are accessing by column and only performs the transpose for 32 rows at a time, so the amount of memory you are traversing is 32xstride, which should hopefully fit completely into the cache. Basically the aim is to work on sub-sections that fit in the cache and reduce the amount of jumping around in memory.

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