I am in a need of fast integer square root that does not involve any explicit division. The target RISC architecture can do operations like add
, mul
, sub
, shift
in one cycle (well - the operation's result is written in third cycle, really - but there's interleaving), so any Integer algorithm that uses these ops and is fast would be very appreciated.
This is what I have right now and I'm thinking that a binary search should be faster, since the following loop executes 16 times every single time (regardless of the value). I haven't debugged it extensively yet (but soon), so perhaps it's possible to have an early exit there:
unsigned short int int_sqrt32(unsigned int x)
{
unsigned short int res=0;
unsigned short int add= 0x8000;
int i;
for(i=0;i<16;i++)
{
unsigned short int temp=res | add;
unsigned int g2=temp*temp;
if (x>=g2)
{
res=temp;
}
add>>=1;
}
return res;
}
Looks like the current performance cost of the above [in the context of the target RISC] is a loop of 5 instructions (bitset, mul, compare, store, shift). Probably no space in cache to unroll fully (but this will be the prime candidate for a partial unroll [e.g. A loop of 4 rather than 16], for sure). So, the cost is 16*5 = 80 instructions (plus loop overhead, if not unrolled). Which, if fully interleaved, would cost only 80 (+2 for last instruction) cycles.
Can I get some other sqrt implementation (using only add, mul, bitshift, store/cmp) under 82 cycles?
FAQ:
- Why don't you rely on the compiler to produce a good fast code?
There is no working C → RISC compiler for the platform. I will be porting the current reference C code into hand-written RISC ASM.
- Did you profile the code to see if
sqrt
is actually a bottleneck?
No, there is no need for that. The target RISC chip is about twenty MHz, so every single instruction counts. The core loop (calculating the energy transfer form factor between the shooter and receiver patch), where this sqrt
is used, will be run ~1,000 times each rendering frame (assuming it will be fast enough, of course), up to 60,000 per second, and roughly 1,000,000 times for whole demo.
- Have you tried to optimize the algorithm to perhaps remove the
sqrt
?
Yes, I did that already. In fact, I got rid of 2 sqrt
s already and lots of divisions (removed or replaced by shifting). I can see a huge performance boost (compared to the reference float version) even on my gigahertz notebook.
- What is the application?
It's a real-time progressive-refinement radiosity renderer for the compo demo. The idea is to have one shooting cycle each frame, so it would visibly converge and look better with each rendered frame (e.g. Up 60-times per second, though the SW rasterizer won't probably be that fast [but at least it can run on the other chip in parallel with the RISC - so if it takes 2-3 frames to render the scene, the RISC will have worked through 2-3 frames of radiosity data, in parallel]).
- Why don't you work directly in target ASM?
Because radiosity is a slightly involved algorithm and I need the instant edit & continue debugging capability of Visual Studio. What I've done over the weekend in VS (couple hundred code changes to convert the floating-point math to integer-only) would take me 6 months on the target platform with only printing debugging".
- Why can't you use a division?
Because it's 16-times slower on the target RISC than any of the following: mul, add, sub, shift, compare, load/store (which take just 1 cycle). So, it's used only when absolutely required (a couple times already, unfortunately, when shifting could not be used).
- Can you use look-up tables?
The engine needs other LUTs already and copying from main RAM to RISC's little cache is prohibitively expensive (and definitely not each and every frame). But, I could perhaps spare 128-256 Bytes if it gave me at least a 100-200% boost for sqrt
.
- What's the range of the values for
sqrt
?
I managed to reduce it to mere unsigned 32-bit int (4,294,967,295)
EDIT1: I have ported two versions into the target RISC ASM, so I now have an exact count of ASM instructions during the execution (for the test scene).
Number of sqrt calls: 2,800.
Method1: The same method in this post (loop executing 16 times)
Method2: fred_sqrt (3c from http://www.azillionmonkeys.com/qed/sqroot.html)
Method1: 152.98 instructions per sqrt
Method2: 39.48 instructions per sqrt (with Final Rounding and 2 Newton iterations)
Method2: 21.01 instructions per sqrt (without Final Rounding and 2 Newton iterations)
Method2 uses LUT with 256 values, but since the target RISC can only use 32-bit access within its 4 KB cache, it actually takes 256*4 = 1 KB. But given its performance, I guess I will have to spare that 1 KB (out of 4).
Also, I have found out that there is NO visible visual artifact when I disable the Final rounding and two Newton iterations at the end (of Method2).
Meaning, the precision of that LUT is apparently good enough. Who knew...
The final cost is then 21.01 instructions per sqrt, which is almost ~order of magnitude faster than the very first solution. There's also possibility of reducing it further by sacrificing few of the 32 available registers for the constants used for the conditions and jump labels (each condition must fill 2 registers - one with the actual constant (only values less than 16 are allowed within CMPQ instruction, larger ones must be put into register) we are comparing against and second for the jump to the else label (the then jump is fall-through), as the direct relative jump is only possible within ~10 instructions (impossible with such large if-then-else chain, other than innermost 2 conditions).
EDIT2: ASM micro-optimizations
While benchmarking, I added counters for each of the 26 If.Then.Else codeblocks, to see if there aren't any blocks executed most often.
Turns out, that Blocks 0/10/11 are executed in 99.57%/99.57%/92.57% of cases. This means I can justify sacrificing 3 registers (out of 32) for those comparison constants (in those 3 blocks), e.g. r26 = $1.0000 r25 = $100.0000 r24 = $10.0000
This brought down the total instruction cost from 58,812 (avg:21.01) to 50,448 (avg:18.01)
So, now the average sqrt cost is just 18.01 ASM instructions (and there is no division!), though it will have to be inlined.
EDIT3: ASM micro-optimizations
Since we know that those 3 blocks (0/10/11) are executed most often, we can use local short jumps (16 Bytes in both directions, which is usually just couple of instructions (hence mostly useless), especially when the 6-byte MOVEI #jump_label, register is used during conditions) in those particular conditions. Of course, the Else condition will then incur additional 2 ops (that it would not have otherwise), but that's worth it. The block 10 will have to be swapped (Then block with Else block), which will make it harder to read and debug, but I documented the reasons profusely.
Now the total instruction cost (in test scene) is just 42,500 with an average of 15.18 ASM instructions per sqrt.
EDIT4: ASM micro-optimizations
Block 11 condition splits into innermost Blocks 12&13. It just so happens that those blocks don't need additional +1 math op, hence the local short jump can actually reach the Else block, if I merge bitshift right with the necessary bitshift left #2 (as all offsets within cache must be 32-bit). This saves on filling the jump register though I do need to sacrifice one more register r23 for the comparison value of $40.000.
The final cost is then 34,724 instructions with an average of 12.40 ASM instructions per sqrt.
I am also realizing that I could reshuffle the order of conditions (which will make the other range few ops more expensive, but that's happening for ~7% of cases only), favoring this particular range ($10.000, $40.000) first, saving on at least 1 or maybe even 2 conditions.
In which case, it should fall down to ~8.40 per sqrt.
I am realizing that the range depends directly on intensity of the light and the distance to the wall. Meaning, I have direct control over the RGB value of the light and distance from the wall. And while I would like the solution to be as generic as possible, given this realization (~12 ops per sqrt is mind-blowing), I will gladly sacrifice some flexibility in light colors if I can get sqrt this fast. Besides, there's maybe 10-15 different lights in whole demo, so I can simply find color combinations that eventually result in same sqrt range, but will get insanely fast sqrt. For sure, that's worth it to. And I still have a generic fallback (spanning entire int range) working just fine. Best of both worlds, really.
clz
or something similar as a 1 cycle instruction.) – Corissmod
is typically the same instruction (internally) as division. Inx86
assembly there is no modulo instruction at all, onlydiv
, which places the result in one register and the modulo in another. – Coriss