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asm_vecDiv_avx.s
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// +build avx
// +build amd64
/*
This function adds two []float32 with some SIMD optimizations using AVX.
Instead of doing this:
for i := 0; i < len(a); i++ {
a[i] /= b[i]
}
Here, I use the term "pairs" to denote an element of `a` and and element of `b` that will be added together.
a[i], b[i] is a pair.
Using AVX, we can simultaneously add 8 pairs at the same time, which will look something like this:
for i := 0; i < len(a); i+=8{
a[i:i+8] /= b[i:i+8] // this code won't run.
}
AVX registers are 256 bits, meaning we can put 8 float32s in there.
These are the registers I use to store the relevant information:
SI - Used to store the top element of slice A (index 0). This register is incremented every loop
DI - used to store the top element of slice B. Incremented every loop
AX - len(a) is stored in here. AX is also used as the "working" count of the length that is decremented.
Y0, Y1 - YMM registers.
X0, X1 - XMM registers.
With regards to VDIVPS and VSUBSS, it turns out that the description of these instructions are:
VDIVPS ymm1, ymm2, ymm3: Subtract packed double-precision floating-point values in ymm3/mem from ymm2 and stores result in ymm1.[0]
The description is written with intel's syntax (in this form: Dest, Src1, Src2).
When converting to Go's ASM it becomes: (Src2, Src1, Dest)
This pseudocode best explains the rather simple assembly:
lenA := len(a)
i := 0
loop:
for {
a[i:i+8*4] /= b[i:i+8*4]
lenA -= 8
i += 8 * 4 // 8 elements, 4 bytes each
if lenA < 0{
break
}
}
remainder4head:
lenA += 8
if lenA == 0 {
return
}
remainder4:
for {
a[i:i+4*4] /= b[i:i+4*4]
lenA -=4
i += 4 * 4 // 4 elements, 4 bytes each
if lenA < 0{
break
}
}
remainder1head:
lenA += 4
if lenA == 0 {
return
}
remainder1:
for {
a[i] /= b[i]
i+=4 // each element is 4 bytes
lenA--
}
return
Citation
========
[0]http://www.felixcloutier.com/x86/DIVPS.html
*/
#include "textflag.h"
// func divAsm(a, b []float32)
TEXT ·divAsm(SB), NOSPLIT, $0
MOVQ a_data+0(FP), SI
MOVQ b_data+24(FP), DI // use destination index register for this
MOVQ a_len+8(FP), AX // len(a) into AX - +8, because first 8 is pointer, second 8 is length, third 8 is cap
SUBQ $8, AX
JL remainder
// each ymm register can take up to 4 float64s.
// There are 8 ymm registers (8 pairs to do addition) available (TODO: check how to access the other 8 ymm registers without fucking things up)
// Therefore a total of 16 elements can be processed at a time
loop:
// a[0] to a[7]
// VMOVUPS (SI), Y0
// VMOVUPS (DI), Y1
// VDIVPS Y1, Y0, Y0
// VMOVUPS Y0, (SI)
BYTE $0xc5; BYTE $0xfc; BYTE $0x10; BYTE $0x06 // vmovups (%rsi),%ymm0
BYTE $0xc5; BYTE $0xfc; BYTE $0x10; BYTE $0x0f // vmovups (%rdi),%ymm1
BYTE $0xc5; BYTE $0xfc; BYTE $0x5e; BYTE $0xc1 // vdivps %ymm1,%ymm0,%ymm0
BYTE $0xc5; BYTE $0xfc; BYTE $0x11; BYTE $0x06 // vmovups %ymm0,(%rsi)
ADDQ $32, SI
ADDQ $32, DI
SUBQ $8, AX
JGE loop
remainder:
ADDQ $8, AX
JE done
SUBQ $4, AX
JL remainder1head
remainder4:
// VMOVUPS (SI), X0
// VMOVUPS (DI), X1
// VDIVPS X1, X0, X0
// VMOVUPS X0, (SI)
BYTE $0xc5; BYTE $0xf8; BYTE $0x10; BYTE $0x06 // vmovups (%rsi),%xmm0
BYTE $0xc5; BYTE $0xf8; BYTE $0x10; BYTE $0x0f // vmovups (%rdi),%xmm1
BYTE $0xc5; BYTE $0xf8; BYTE $0x5e; BYTE $0xc1 // vdivps %xmm1,%xmm0,%xmm0
BYTE $0xc5; BYTE $0xf8; BYTE $0x11; BYTE $0x06 // vmovups %xmm0,(%rsi)
ADDQ $16, SI
ADDQ $16, DI
SUBQ $4, AX
JGE remainder4
remainder1head:
ADDQ $4, AX
JE done
remainder1:
// VMOVSS (SI), X0
// VMOVSS (DI), X1
// VDIVSS X1, X0, X0
// VMOVSS X0, (SI)
BYTE $0xc5; BYTE $0xfa; BYTE $0x10; BYTE $0x06 // vmovss (%rsi),%xmm0
BYTE $0xc5; BYTE $0xfa; BYTE $0x10; BYTE $0x0f // vmovss (%rdi),%xmm1
BYTE $0xc5; BYTE $0xfa; BYTE $0x5e; BYTE $0xc1 // vdivss %xmm1,%xmm0,%xmm0
BYTE $0xc5; BYTE $0xfa; BYTE $0x11; BYTE $0x06 // vmovss %xmm0,(%rsi)
// update pointer to the top of the data
ADDQ $4, SI
ADDQ $4, DI
DECQ AX
JNE remainder1
done:
RET