best approach of each.
For vNi16, we use SHL + ADD + SRL pattern that seem easily the best.
For vNi32, we use the PUNPCK + PSADBW + PACKUSWB pattern. In some cases
there is a huge improvement with this in IACA's estimated throughput --
over 2x higher throughput!!!! -- but the measurements are too good to be
true. In one narrow case, the SHL + ADD + SHL + ADD + SRL pattern looks
slightly faster, but I'm not sure I believe any of the measurements at
this point. Both are the exact same uops though. Hard to be confident of
anything past that.
If anyone wants to collect very detailed (Agner-level) timings with the
result of this patch, or with the i32 case replaced with SHL + ADD + SHl
+ ADD + SRL, I'd be very interested. Note that you'll need to test it on
both Ivybridge and Haswell, with both SSE3, SSSE3, and AVX selected as
I saw unique behavior in each of these buckets with IACA all of which
should be checked against measured performance.
But this patch is still a useful improvement by dropping duplicate work
and getting the much nicer PSADBW lowering for v2i64.
I'd still like to rephrase this in terms of generic horizontal sum. It's
a bit lame to have a special case of that just for popcount.
llvm-svn: 238652
in-register LUT technique.
Summary:
A description of this technique can be found here:
http://wm.ite.pl/articles/sse-popcount.html
The core of the idea is to use an in-register lookup table and the
PSHUFB instruction to compute the population count for the low and high
nibbles of each byte, and then to use horizontal sums to aggregate these
into vector population counts with wider element types.
On x86 there is an instruction that will directly compute the horizontal
sum for the low 8 and high 8 bytes, giving vNi64 popcount very easily.
Various tricks are used to get vNi32 and vNi16 from the vNi8 that the
LUT computes.
The base implemantion of this, and most of the work, was done by Bruno
in a follow up to D6531. See Bruno's detailed post there for lots of
timing information about these changes.
I have extended Bruno's patch in the following ways:
0) I committed the new tests with baseline sequences so this shows
a diff, and regenerated the tests using the update scripts.
1) Bruno had noticed and mentioned in IRC a redundant mask that
I removed.
2) I introduced a particular optimization for the i32 vector cases where
we use PSHL + PSADBW to compute the the low i32 popcounts, and PSHUFD
+ PSADBW to compute doubled high i32 popcounts. This takes advantage
of the fact that to line up the high i32 popcounts we have to shift
them anyways, and we can shift them by one fewer bit to effectively
divide the count by two. While the PSHUFD based horizontal add is no
faster, it doesn't require registers or load traffic the way a mask
would, and provides more ILP as it happens on different ports with
high throughput.
3) I did some code cleanups throughout to simplify the implementation
logic.
4) I refactored it to continue to use the parallel bitmath lowering when
SSSE3 is not available to preserve the performance of that version on
SSE2 targets where it is still much better than scalarizing as we'll
still do a bitmath implementation of popcount even in scalar code
there.
With #1 and #2 above, I analyzed the result in IACA for sandybridge,
ivybridge, and haswell. In every case I measured, the throughput is the
same or better using the LUT lowering, even v2i64 and v4i64, and even
compared with using the native popcnt instruction! The latency of the
LUT lowering is often higher than the latency of the scalarized popcnt
instruction sequence, but I think those latency measurements are deeply
misleading. Keeping the operation fully in the vector unit and having
many chances for increased throughput seems much more likely to win.
With this, we can lower every integer vector popcount implementation
using the LUT strategy if we have SSSE3 or better (and thus have
PSHUFB). I've updated the operation lowering to reflect this. This also
fixes an issue where we were scalarizing horribly some AVX lowerings.
Finally, there are some remaining cleanups. There is duplication between
the two techniques in how they perform the horizontal sum once the byte
population count is computed. I'm going to factor and merge those two in
a separate follow-up commit.
Differential Revision: http://reviews.llvm.org/D10084
llvm-svn: 238636
a separate routine, generalize it to work for all the integer vector
sizes, and do general code cleanups.
This dramatically improves lowerings of byte and short element vector
popcount, but more importantly it will make the introduction of the
LUT-approach much cleaner.
The biggest cleanup I've done is to just force the legalizer to do the
bitcasting we need. We run these iteratively now and it makes the code
much simpler IMO. Other changes were minor, and mostly naming and
splitting things up in a way that makes it more clear what is going on.
The other significant change is to use a different final horizontal sum
approach. This is the same number of instructions as the old method, but
shifts left instead of right so that we can clear everything but the
final sum with a single shift right. This seems likely better than
a mask which will usually have to read the mask from memory. It is
certaily fewer u-ops. Also, this will be temporary. This and the LUT
approach share the need of horizontal adds to finish the computation,
and we have more clever approaches than this one that I'll switch over
to.
llvm-svn: 238635
organize them by the width of vector.
This makes it a lot easier to see that we're covering all of the vector
types but not doing so excessively. This also adds tests across the
spectrum of SSE versions in addition to the AVX versions.
If you're really tired of seeing the *massive* sprawl of scalarized code
for this, don't worry, I'm just about to land Bruno's patch that
dramatically improve the situation for SSSE3 and newer.
llvm-svn: 238520