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Intel SIMD architecture

Computer Organization and Assembly Languages Yung-Yu Chuang

2007/1/7

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Overview

• SIMD

• MMX architectures

• MMX instructions

• examples

• SSE/SSE2

• SIMD instructions are probably the best place to use assembly since compilers usually do not do a good job on using these instructions

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Performance boost

• Increasing clock rate is not fast enough for boosting performance

• Architecture improvements (such as

pipeline/cache/SIMD) are more significant

• Intel analyzed multimedia applications and

found they share the following characteristics:

– Small native data types (8-bit pixel, 16-bit audio) – Recurring operations

– Inherent parallelism

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SIMD

• SIMD (single instruction multiple data)

architecture performs the same operation on multiple data elements in parallel

• PADDW MM0, MM1

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SISD/SIMD/Streaming

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IA-32 SIMD development

• MMX (Multimedia Extension) was introduced in 1996 (Pentium with MMX and Pentium II).

• SSE (Streaming SIMD Extension) was introduced with Pentium III.

• SSE2 was introduced with Pentium 4.

• SSE3 was introduced with Pentium 4 supporting hyper-threading technology. SSE3 adds 13 more instructions.

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MMX

• After analyzing a lot of existing applications such as graphics, MPEG, music, speech

recognition, game, image processing, they found that many multimedia algorithms

execute the same instructions on many pieces of data in a large data set.

• Typical elements are small, 8 bits for pixels, 16 bits for audio, 32 bits for graphics and general computing.

• New data type: 64-bit packed data type. Why 64 bits?

– Good enough – Practical

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MMX data types

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MMX integration into IA

79

11…11 NaN or infinity as real

because bits 79-64 are ones.

Even if MMX registers are 64-bit, they don’t extend Pentium to a 64-bit CPU since only logic instructions are provided for 64-bit data.

8 MM0~MM7

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Compatibility

• To be fully compatible with existing IA, no new mode or state was created. Hence, for context switching, no extra state needs to be saved.

• To reach the goal, MMX is hidden behind FPU.

When floating-point state is saved or restored, MMX is saved or restored.

• It allows existing OS to perform context switching on the processes executing MMX instruction without be aware of MMX.

• However, it means MMX and FPU can not be

used at the same time. Big overhead to switch.

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Compatibility

• Although Intel defenses their decision on aliasing MMX to FPU for compatibility. It is

actually a bad decision. OS can just provide a service pack or get updated.

• It is why Intel introduced SSE later without any aliasing

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MMX instructions

• 57 MMX instructions are defined to perform the parallel operations on multiple data elements packed into 64-bit data types.

• These include add, subtract, multiply, compare, and shift, data conversion, 64-bit data move, 64-bit logical

operation and multiply-add for multiply- accumulate operations.

• All instructions except for data move use MMX registers as operands.

• Most complete support for 16-bit operations.

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Saturation arithmetic

wrap-around saturating

• Useful in graphics applications.

• When an operation overflows or underflows, the result becomes the largest or smallest possible representable number.

• Two types: signed and unsigned saturation

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MMX instructions

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MMX instructions

Call it before you switch to FPU from MMX;

Expensive operation

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Arithmetic

• PADDB/PADDW/PADDD: add two packed

numbers, no EFLAGS is set, ensure overflow never occurs by yourself

• Multiplication: two steps

• PMULLW: multiplies four words and stores the four lo words of the four double word results

• PMULHW/PMULHUW: multiplies four words and stores the four hi words of the four double word results. PMULHUW for unsigned.

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Arithmetic

• PMADDWD

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Detect MMX/SSE

mov eax, 1 ; request version info cpuid ; supported since Pentium test edx, 00800000h ;bit 23

; 02000000h (bit 25) SSE

; 04000000h (bit 26) SSE2 jnz HasMMX

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cpuid

: :

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Example: add a constant to a vector

char d[]={5, 5, 5, 5, 5, 5, 5, 5};

char clr[]={65,66,68,...,87,88}; // 24 bytes __asm{

movq mm1, d mov cx, 3

mov esi, 0

L1: movq mm0, clr[esi]

paddb mm0, mm1

movq clr[esi], mm0 add esi, 8

loop L1 emms

}

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Comparison

• No CFLAGS, how many flags will you need?

Results are stored in destination.

• EQ/GT, no LT

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Change data types

• Pack: converts a larger data type to the next smaller data type.

• Unpack: takes two operands and interleave them. It can be used for expand data type for immediate calculation.

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Pack with signed saturation

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Pack with signed saturation

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Unpack low portion

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Unpack low portion

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Unpack low portion

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Unpack high portion

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Performance boost (data from 1996)

Benchmark kernels:

FFT, FIR, vector dot- product, IDCT,

motion compensation.

65% performance gain

Lower the cost of

multimedia programs by removing the need of specialized DSP

chips

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Keys to SIMD programming

• Efficient data layout

• Elimination of branches

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Application: frame difference

A B

|A-B|

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Application: frame difference

A-B B-A

(A-B) or (B-A)

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Application: frame difference

MOVQ mm1, A //move 8 pixels of image A MOVQ mm2, B //move 8 pixels of image B MOVQ mm3, mm1 // mm3=A

PSUBSB mm1, mm2 // mm1=A-B PSUBSB mm2, mm3 // mm2=B-A POR mm1, mm2 // mm1=|A-B|

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Example: image fade-in-fade-out

A*α+B*(1-α) = B+α(A-B)

A B

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α=0.75

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α=0.5

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α=0.25

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Example: image fade-in-fade-out

• Two formats: planar and chunky

• In Chunky format, 16 bits of 64 bits are wasted

• So, we use planar in the following example

R G B A R G B A

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Example: image fade-in-fade-out

Image A Image B

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Example: image fade-in-fade-out

MOVQ mm0, alpha//4 16-b zero-padding α MOVD mm1, A //move 4 pixels of image A MOVD mm2, B //move 4 pixels of image B PXOR mm3, mm3 //clear mm3 to all zeroes //unpack 4 pixels to 4 words

PUNPCKLBW mm1, mm3 // Because B-A could be PUNPCKLBW mm2, mm3 // negative, need 16 bits PSUBW mm1, mm2 //(B-A)

PMULHW mm1, mm0 //(B-A)*fade/256 PADDW mm1, mm2 //(B-A)*fade + B //pack four words back to four bytes PACKUSWB mm1, mm3

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Data-independent computation

• Each operation can execute without needing to know the results of a previous operation.

• Example, sprite overlay

for i=1 to sprite_Size if sprite[i]=clr

then out_color[i]=bg[i]

else out_color[i]=sprite[i]

• How to execute data-dependent calculations on several pixels in parallel.

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Application: sprite overlay

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Application: sprite overlay

MOVQ mm0, sprite MOVQ mm2, mm0

MOVQ mm4, bg MOVQ mm1, clr PCMPEQW mm0, mm1 PAND mm4, mm0 PANDN mm0, mm2 POR mm0, mm4

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Application: matrix transport

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Application: matrix transport

char M1[4][8];// matrix to be transposed char M2[8][4];// transposed matrix

int n=0;

for (int i=0;i<4;i++) for (int j=0;j<8;j++)

{ M1[i][j]=n; n++; } __asm{

//move the 4 rows of M1 into MMX registers movq mm1,M1

movq mm2,M1+8 movq mm3,M1+16 movq mm4,M1+24

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Application: matrix transport

//generate rows 1 to 4 of M2 punpcklbw mm1, mm2

punpcklbw mm3, mm4 movq mm0, mm1

punpcklwd mm1, mm3 //mm1 has row 2 & row 1 punpckhwd mm0, mm3 //mm0 has row 4 & row 3 movq M2, mm1

movq M2+8, mm0

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Application: matrix transport

//generate rows 5 to 8 of M2 movq mm1, M1 //get row 1 of M1

movq mm3, M1+16 //get row 3 of M1 punpckhbw mm1, mm2

punpckhbw mm3, mm4 movq mm0, mm1

punpcklwd mm1, mm3 //mm1 has row 6 & row 5 punpckhwd mm0, mm3 //mm0 has row 8 & row 7 //save results to M2

movq M2+16, mm1 movq M2+24, mm0 emms

} //end

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How to use assembly in projects

• Write the whole project in assembly

• Link with high-level languages

• Inline assembly

• Intrinsics

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Link ASM and HLL programs

• Assembly is rarely used to develop the entire program.

• Use high-level language for overall project development

Relieves programmer from low-level details

• Use assembly language code

Speed up critical sections of code

Access nonstandard hardware devices Write platform-specific code

Extend the HLL's capabilities

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General conventions

• Considerations when calling assembly language procedures from high-level languages:

Both must use the same naming convention (rules regarding the naming of variables and procedures) Both must use the same memory model, with

compatible segment names

Both must use the same calling convention

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Inline assembly code

• Assembly language source code that is inserted directly into a HLL program.

• Compilers such as Microsoft Visual C++ and

Borland C++ have compiler-specific directives that identify inline ASM code.

• Efficient inline code executes quickly because CALL and RET instructions are not required.

• Simple to code because there are no external names, memory models, or naming conventions involved.

• Decidedly not portable because it is written for a single platform.

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__asm directive in Microsoft Visual C++

• Can be placed at the beginning of a single statement

• Or, It can mark the beginning of a block of assembly language statements

• Syntax: __asm statement

__asm {

statement-1 statement-2 ...

statement-n }

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Intrinsics

• An intrinsic is a function known by the compiler that directly maps to a sequence of one or

more assembly language instructions.

• The compiler manages things that the user would normally have to be concerned with, such as register names, register allocations, and memory locations of data.

• Intrinsic functions are inherently more efficient than called functions because no calling linkage is required. But, not necessarily as efficient as assembly.

• _mm_<opcode>_<suffix> ps: packed single-precision ss: scalar single-precision

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Intrinsics

#include <xmmintrin.h>

__m128 a , b , c;

c = _mm_add_ps( a , b );

float a[4] , b[4] , c[4];

for( int i = 0 ; i < 4 ; ++ i ) c[i] = a[i] + b[i];

// a = b * c + d / e;

__m128 a = _mm_add_ps( _mm_mul_ps( b , c ) , _mm_div_ps( d , e ) );

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SSE

• Adds eight 128-bit registers

• Allows SIMD operations on packed single- precision floating-point numbers

• Most SSE instructions require 16-aligned addresses

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SSE features

• Add eight 128-bit data registers (XMM registers) in non-64-bit modes; sixteen XMM registers are available in 64-bit mode.

• 32-bit MXCSR register (control and status)

• Add a new data type: 128-bit packed single- precision floating-point (4 FP numbers.)

• Instruction to perform SIMD operations on 128- bit packed single-precision FP and additional 64-bit SIMD integer operations.

• Instructions that explicitly prefetch data,

control data cacheability and ordering of store

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SSE programming environment

XMM0

| XMM7

MM0

| MM7

EAX, EBX, ECX, EDX EBP, ESI, EDI, ESP

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MXCSR control and status register

Generally faster, but not compatible with IEEE 754

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Exception

_MM_ALIGN16 float test1[4] = { 0, 0, 0, 1 };

_MM_ALIGN16 float test2[4] = { 1, 2, 3, 0 };

_MM_ALIGN16 float out[4];

_MM_SET_EXCEPTION_MASK(0);//enable exception __try {

__m128 a = _mm_load_ps(test1);

__m128 b = _mm_load_ps(test2);

a = _mm_div_ps(a, b);

_mm_store_ps(out, a);

}

__except(EXCEPTION_EXECUTE_HANDLER) { if(_mm_getcsr() & _MM_EXCEPT_DIV_ZERO)

cout << "Divide by zero" << endl;

return;

}

Without this, result is 1.#INF

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SSE packed FP operation

• ADDPS/SUBPS: packed single-precision FP

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SSE scalar FP operation

• ADDSS/SUBSS: scalar single-precision FP used as FPU?

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SSE2

• Provides ability to perform SIMD operations on double-precision FP, allowing advanced

graphics such as ray tracing

• Provides greater throughput by operating on

128-bit packed integers, useful for RSA and RC5

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SSE2 features

• Add data types and instructions for them

• Programming environment unchanged

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Example

void add(float *a, float *b, float *c) { for (int i = 0; i < 4; i++)

c[i] = a[i] + b[i];

}

__asm {

mov eax, a mov edx, b mov ecx, c

movaps xmm0, XMMWORD PTR [eax]

addps xmm0, XMMWORD PTR [edx]

movaps XMMWORD PTR [ecx], xmm0 }

movaps: move aligned packed single- precision FP

addps: add packed single-precision FP

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SSE Shuffle (SHUFPS)

SHUFPS xmm1, xmm2, imm8

Select[1..0] decides which DW of DEST to be copied to the 1st DW of DEST

...

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SSE Shuffle (SHUFPS)

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Example (cross product)

Vector cross(const Vector& a , const Vector& b ) { return Vector(

( a[1] * b[2] - a[2] * b[1] ) , ( a[2] * b[0] - a[0] * b[2] ) , ( a[0] * b[1] - a[1] * b[0] ) );

}

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Example (cross product)

/* cross */

__m128 _mm_cross_ps( __m128 a , __m128 b ) { __m128 ea , eb;

// set to a[1][2][0][3] , b[2][0][1][3]

ea = _mm_shuffle_ps( a, a, _MM_SHUFFLE(3,0,2,1) );

eb = _mm_shuffle_ps( b, b, _MM_SHUFFLE(3,1,0,2) );

// multiply

__m128 xa = _mm_mul_ps( ea , eb );

// set to a[2][0][1][3] , b[1][2][0][3]

a = _mm_shuffle_ps( a, a, _MM_SHUFFLE(3,1,0,2) );

b = _mm_shuffle_ps( b, b, _MM_SHUFFLE(3,0,2,1) );

// multiply

__m128 xb = _mm_mul_ps( a , b );

// subtract

return _mm_sub_ps( xa , xb );

}

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Example: dot product

• Given a set of vectors {v1,v2,…vn}={(x1,y1,z1),

(x2,y2,z2),…, (xn,yn,zn)} and a vector vc=(xc,yc,zc), calculate {vc⋅vi}

• Two options for memory layout

• Array of structure (AoS)

typedef struct { float dc, x, y, z; } Vertex;

Vertex v[n];

• Structure of array (SoA)

typedef struct { float x[n], y[n], z[n]; } VerticesList;

VerticesList v;

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Example: dot product (AoS)

movaps xmm0, v ; xmm0 = DC, x0, y0, z0 movaps xmm1, vc ; xmm1 = DC, xc, yc, zc

mulps xmm0, xmm1 ;xmm0=DC,x0*xc,y0*yc,z0*zc movhlps xmm1, xmm0 ; xmm1= DC, DC, DC, x0*xc addps xmm1, xmm0 ; xmm1 = DC, DC, DC,

; x0*xc+z0*zc movaps xmm2, xmm0

shufps xmm2, xmm2, 55h ; xmm2=DC,DC,DC,y0*yc addps xmm1, xmm2 ; xmm1 = DC, DC, DC,

; x0*xc+y0*yc+z0*zc movhlps:DEST[63..0] := SRC[127..64]

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Example: dot product (SoA)

; X = x1,x2,...,x3

; Y = y1,y2,...,y3

; Z = z1,z2,...,z3

; A = xc,xc,xc,xc

; B = yc,yc,yc,yc

; C = zc,zc,zc,zc

movaps xmm0, X ; xmm0 = x1,x2,x3,x4 movaps xmm1, Y ; xmm1 = y1,y2,y3,y4 movaps xmm2, Z ; xmm2 = z1,z2,z3,z4

mulps xmm0, A ;xmm0=x1*xc,x2*xc,x3*xc,x4*xc mulps xmm1, B ;xmm1=y1*yc,y2*yc,y3*xc,y4*yc mulps xmm2, C ;xmm2=z1*zc,z2*zc,z3*zc,z4*zc addps xmm0, xmm1

addps xmm0, xmm2 ;xmm0=(x0*xc+y0*yc+z0*zc)…

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SSE examples

float input1[4]={ 1.2f, 3.5f, 1.7f, 2.8f };

float input2[4]={ -0.7f, 2.6f, 3.3f, -0.8f };

float output[4];

For (int i = 0; i < 4; i++) {

output[i] = input1[i] + input2[i];

}

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SSE examples

_MM_ALIGN16 float input1[4]

= { 1.2f, 3.5f, 1.7f, 2.8f };

_MM_ALIGN16 float input2[4]

= { -0.7f, 2.6f, 3.3f, -0.8f };

_MM_ALIGN16 float output[4];

__m128 a = _mm_load_ps(input1);

__m128 b = _mm_load_ps(input2);

__m128 t = _mm_add_ps(a, b);

_mm_store_ps(output, t);

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SSE examples (1,024 FP additions)

P3 1.0GHz

~2x speedup

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Inner product

__m128 x1 = _mm_load_ps(vec1_x);

__m128 y1 = _mm_load_ps(vec1_y);

__m128 z1 = _mm_load_ps(vec1_z);

__m128 x2 = _mm_load_ps(vec2_x);

__m128 y2 = _mm_load_ps(vec2_y);

__m128 z2 = _mm_load_ps(vec2_z);

__m128 t1 = _mm_mul_ps(x1, x2);

__m128 t2 = _mm_mul_ps(y1, y2);

t1 = _mm_add_ps(t1, t2);

t2 = _mm_mul_ps(z1, z2);

t1 = _mm_add_ps(t1, t2);

_mm_store_ps(output, t1);

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Inner product (1,024 3D vectors)

~3x speedup

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Inner product (102,400 3D vectors)

similar speed

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Cache control

• prefetch (_mm_prefetch): a hint for CPU to load operands for the next instructions so that data loading can be executed in parallel with computation.

• Movntps (_mm_stream_ps): ask CPU not to write data into cache, but to the memory

directly.

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Cache control

__m128 x1 = _mm_load_ps(vec1_x);

__m128 y1 = _mm_load_ps(vec1_y);

__m128 z1 = _mm_load_ps(vec1_z);

__m128 x2 = _mm_load_ps(vec2_x);

__m128 y2 = _mm_load_ps(vec2_y);

__m128 z2 = _mm_load_ps(vec2_z);

_mm_prefetch((const char*)(vec1_x + next), _MM_HINT_NTA);

_mm_prefetch((const char*)(vec1_y + next), _MM_HINT_NTA);

_mm_prefetch((const char*)(vec1_z + next), _MM_HINT_NTA);

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Cache control

_mm_prefetch((const char*)(vec2_x + next), _MM_HINT_NTA);

_mm_prefetch((const char*)(vec2_y + next), _MM_HINT_NTA);

_mm_prefetch((const char*)(vec2_z + next), _MM_HINT_NTA);

__m128 t1 = _mm_mul_ps(x1, x2);

__m128 t2 = _mm_mul_ps(y1, y2);

t1 = _mm_add_ps(t1, t2);

t2 = _mm_mul_ps(z1, z2);

t1 = _mm_add_ps(t1, t2);

_mm_stream_ps(output, t1);

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Cache control

~50% speedup

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Exponential

int i;

float result = coeff[8] * x;

for(i = 7; i >= 2; i--) { result += coeff[i];

result *= x;

}

return (result + 1) * x + 1;

ε ε

ε

ε) ( ) ( ) ( ) ... ~ ( ) '( ) (x0 f x0 f ' x0 f '' x0 2 f x0 f x0

f + = + + + +

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Exponential

int i;

__m128 X = _mm_load_ps(data);

__m128 result = _mm_mul_ps(coeff_sse[8], X);

for(i = 7; i >=2; i--) {

result = _mm_add_ps(result, coeff_sse[i]);

result = _mm_mul_ps(result, X);

}

result = _mm_add_ps(result, sse_one);

result = _mm_mul_ps(result, X);

result = _mm_add_ps(result, sse_one);

_mm_store_ps(out, result);

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Exponential (1,024 times)

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Other SIMD architectures

• Graphics Processing Unit (GPU): nVidia 7800, 24 pipelines (8 vector/16 fragment)

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NVidia GeForce 8800, 2006

• Each GeForce 8800 GPU stream processor is a fully generalized, fully decoupled, scalar,

processor that supports IEEE 754 floating point precision.

• Up to 128 stream processors

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Cell processor

• Cell Processor (IBM/Toshiba/Sony): 1 PPE

(Power Processing Unit) +8 SPEs (Synergistic Processing Unit)

• An SPE is a RISC processor with 128-bit SIMD for single/double precision instructions, 128 128- bit registers, 256K local cache

• used in PS3.

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Cell processor

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References

• Intel MMX for Multimedia PCs, CACM, Jan. 1997

• Chapter 11 The MMX Instruction Set, The Art of Assembly

• Chap. 9, 10, 11 of IA-32 Intel Architecture

Software Developer’s Manual: Volume 1: Basic Architecture

http://www.csie.ntu.edu.tw/~r89004/hive/sse/page_1.html

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