Here is a C++ code:
#define ARR_SIZE_TEST ( 8 * 1024 * 1024 )
void cpp_tst_add( unsigned* x, unsigned* y )
{
for ( register int i = 0; i < ARR_SIZE_TEST; ++i )
{
x[ i ] = x[ i ] + y[ i ];
}
}
Here is a neon version:
void neon_assm_tst_add( unsigned* x, unsigned* y )
{
register unsigned i = ARR_SIZE_TEST >> 2;
__asm__ __volatile__
(
".loop1: \n\t"
"vld1.32 {q0}, [%[x]] \n\t"
"vld1.32 {q1}, [%[开发者_Go百科y]]! \n\t"
"vadd.i32 q0 ,q0, q1 \n\t"
"vst1.32 {q0}, [%[x]]! \n\t"
"subs %[i], %[i], $1 \n\t"
"bne .loop1 \n\t"
: [x]"+r"(x), [y]"+r"(y), [i]"+r"(i)
:
: "memory"
);
}
Test function:
void bench_simple_types_test( )
{
unsigned* a = new unsigned [ ARR_SIZE_TEST ];
unsigned* b = new unsigned [ ARR_SIZE_TEST ];
neon_tst_add( a, b );
neon_assm_tst_add( a, b );
}
I have tested both variants and here are a report:
add, unsigned, C++ : 176 ms
add, unsigned, neon asm : 185 ms // SLOW!!!
I also tested other types:
add, float, C++ : 571 ms
add, float, neon asm : 184 ms // FASTER X3!
THE QUESTION: Why neon is slower with 32-bit integer types?
I used last version of GCC for Android NDK. NEON optimization flags were turned on. Here is a disassembled C++ version:
MOVS R3, #0
PUSH {R4}
loc_8
LDR R4, [R0,R3]
LDR R2, [R1,R3]
ADDS R2, R4, R2
STR R2, [R0,R3]
ADDS R3, #4
CMP.W R3, #0x2000000
BNE loc_8
POP {R4}
BX LR
Here is disassembled version of neon:
MOV.W R3, #0x200000
.loop1
VLD1.32 {D0-D1}, [R0]
VLD1.32 {D2-D3}, [R1]!
VADD.I32 Q0, Q0, Q1
VST1.32 {D0-D1}, [R0]!
SUBS R3, #1
BNE .loop1
BX LR
Here is all bench tests:
add, char, C++ : 83 ms
add, char, neon asm : 46 ms FASTER x2
add, short, C++ : 114 ms
add, short, neon asm : 92 ms FASTER x1.25
add, unsigned, C++ : 176 ms
add, unsigned, neon asm : 184 ms SLOWER!!!
add, float, C++ : 571 ms
add, float, neon asm : 184 ms FASTER x3
add, double, C++ : 533 ms
add, double, neon asm : 420 ms FASTER x1.25
THE QUESTION: Why neon is slower with 32-bit integer types?
The NEON pipeline on Cortex-A8 is in-order executing, and has limited hit-under-miss (no renaming), so you're limited by memory latency (as you're using more than L1/L2 cache size). Your code has immediate dependencies on the values loaded from memory, so it'll stall constantly waiting for memory. This would explain why the NEON code is slightly (by a tiny amount) slower than non-NEON.
You need to unroll the assembly loops and increase the distance between load and use, e.g:
vld1.32 {q0}, [%[x]]!
vld1.32 {q1}, [%[y]]!
vld1.32 {q2}, [%[x]]!
vld1.32 {q3}, [%[y]]!
vadd.i32 q0 ,q0, q1
vadd.i32 q2 ,q2, q3
...
There's plenty of neon registers so you can unroll it a lot. Integer code will suffer the same issue, to a lesser extent because A8 integer has better hit-under-miss instead of stalling. The bottleneck is going to be memory bandwidth/latency for benchmarks so large compared to L1/L2 cache. You might also want to run the benchmark at smaller sizes (4KB..256KB) to see effects when data is cached entirely in L1 and/or L2.
Although you're limited by latency to main-memory in this case it's not exactly obvious that the NEON version would be slower than the ASM version.
Using the cycle calculator here:
http://pulsar.webshaker.net/ccc/result.php?lng=en
Your code should take 7 cycles before the cache miss penalties. It's slower than you may expect because you're using unaligned loads and because of latency between the add and the store.
Meanwhile, the compiler generated loop takes 6 cycles (it's not very well scheduled or optimized in general either). But it's doing one fourth as much work.
The cycle counts from the script might not be perfect, but I don't see anything that looks blatantly wrong with it so I think they'd at least be close. There's potential for taking an extra cycle on the branch if you max out fetch bandwidth (also if the loops aren't 64-bit aligned), but in this case there are plenty of stalls to hide that.
The answer isn't that integer on Cortex-A8 has more opportunities to hide latency. In fact, it normally has less, because of NEON's staggered pipeline and issue queue. Of course, this is only true on Cortex-A8 - on Cortex-A9 the situation may well be reversed (NEON is dispatched in-order and in parallel with integer, while integer has out-of-order capabilities). Since you tagged this Cortex-A8 I'm assuming that's what you're using.
This begs more investigation. Here are some ideas why this could be happening:
- You're not specifying any kind of alignment on your arrays, and while I expect new to align to 8-bytes it might not be aligning to 16-bytes. Let's say you really are getting arrays that aren't 16-byte aligned. Then you'd be splitting between lines on cache access which could have additional penalty (especially on misses)
- A cache miss happens right after a store; I don't believe Cortex-A8 has any memory disambiguation and therefore must assume that the load could be from the same line as the store, therefore requiring the write buffer to drain before the L2 missing load can happen. Because there's a much bigger pipeline distance between NEON loads (which are initiated in the integer pipeline) and stores (initiated at the end of the NEON pipeline) than integer ones there'd potentially be a longer stall.
- Because you're loading 16 bytes per access instead of 4 bytes the critical-word size is larger and therefore the effective latency for a critical-word-first line-fill from main memory is going to be higher (L2 to L1 is supposed to be on a 128-bit bus so shouldn't have the same problem)
You asked what good NEON is in cases like this - in reality, NEON is especially good for these cases where you're streaming to/from memory. The trick is that you need to use preloading in order to hide the main memory latency as much as possible. Preload will get memory into L2 (not L1) cache ahead of time. Here NEON has a big advantage over integer because it can hide a lot of the L2 cache latency, due to its staggered pipeline and issue queue but also because it has a direct path to it. I expect you see effective L2 latency down to 0-6 cycles and less if you have less dependencies and don't exhaust the load queue, while on integer you can be stuck with a good ~16 cycles that you can't avoid (probably depends on the Cortex-A8 though).
So I would recommend that you align your arrays to cache-line size (64 bytes), unroll your loops to do at least one cache-line at a time, use aligned loads/stores (put :128 after the address) and add a pld instruction that loads several cache-lines away. As for how many lines away: start small and keep increasing it until you no longer see any benefit.
Your C++ code isn't optimized either.
#define ARR_SIZE_TEST ( 8 * 1024 * 1024 )
void cpp_tst_add( unsigned* x, unsigned* y )
{
unsigned int i = ARR_SIZE_TEST;
do
{
*x++ += *y++;
} (while --i);
}
this version consumes 2 less cycles/iteration.
Besides, your benchmark results don't surprise me at all.
32bit :
This function is too simple for NEON. There aren't enough arithmetic operations leaving any room for optimizations.
Yes, it's so simple that both C++ and NEON version suffer from pipeline hazards almost every time without any real chance of benefitting from the dual issue capabilities.
While NEON version might benefit from processing 4 integers at once, it suffers much more from every hazard as well. That's all.
8bit :
ARM is VERY slow reading each byte from memory. Which means, while NEON shows the same characteristics as with 32bit, ARM is lagging heavily.
16bit : The same here. Except ARM's 16bit read isn't THAT bad.
float : The C++ version will compile into VFP codes. And there isn't a full VFP on Coretex A8, but VFP lite which doesn't pipeline anything which sucks.
It's not that NEON is behaving strangely processing 32bit. It's just ARM that meets the ideal condition. Your function is very inappropriate for benchmarking purpose due to its simpleness. Try something more complex like YUV-RGB conversion :
FYI, my fully optimized NEON version runs roughly 20 times as fast than my fully optimized C version and 8 times as fast than my fully optimized ARM assembly version. I hope that will give you some idea how powerful NEON can be.
Last but not least, the ARM instruction PLD is NEON's best friend. Placed properly, it will bring at least 40% performance boost.
You can try some modification to improve the code.
If you can: - use a third buffer to store results. - try to align datas on 8 bytes.
The code should be something like (sorry I do not know the gcc inline syntax)
.loop1:
vld1.32 {q0}, [%[x]:128]!
vld1.32 {q1}, [%[y]:128]!
vadd.i32 q0 ,q0, q1
vst1.32 {q0}, [%[z]:128]!
subs %[i], %[i], $1
bne .loop1
As Exophase says you have some pipeline latency. may be your can try
vld1.32 {q0}, [%[x]:128]
vld1.32 {q1}, [%[y]:128]!
sub %[i], %[i], $1
.loop1:
vadd.i32 q2 ,q0, q1
vld1.32 {q0}, [%[x]:128]
vld1.32 {q1}, [%[y]:128]!
vst1.32 {q2}, [%[z]:128]!
subs %[i], %[i], $1
bne .loop1
vadd.i32 q2 ,q0, q1
vst1.32 {q2}, [%[z]:128]!
Finaly, it is clear that you'll saturate the memory bandwidth
You can try to add a small
PLD [%[x], 192]
into your loop.
tell us if it's better...
8ms of difference is SO small that you are probably measuring artifacts of the caches or pipelines.
EDIT: Did you try comparing with something like this for types such as float and short etc? I'd expect the compiler to optimize it even better and narrow the gap. Also in your test you do the C++ version first then the ASM version, this can have impact in the performance so I'd write two different programs to be more fair.
for ( register int i = 0; i < ARR_SIZE_TEST/4; ++i )
{
x[ i ] = x[ i ] + y[ i ];
x[ i+1 ] = x[ i+1 ] + y[ i+1 ];
x[ i+2 ] = x[ i+2 ] + y[ i+2 ];
x[ i+3 ] = x[ i+3 ] + y[ i+3 ];
}
Last thing, in the signature of your function, you use unsigned*
instead of unsigned[]
. The latter is preferred because the compiler supposes that the arrays do not overlap and is allowed to reorder accesses. Try using the restrict
keyword also for even better protection against aliasing.
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