问题描述
让我们从包括以下内容开始:
Let's start by including the following:
#include <vector>
#include <random>
using namespace std;
现在,假设有以下三个std:vector
Now, suppose that one has the following three std:vector<float>
:
N = 1048576;
vector<float> a(N);
vector<float> b(N);
vector<float> c(N);
default_random_engine randomGenerator(time(0));
uniform_real_distribution<float> diceroll(0.0f, 1.0f);
for(int i-0; i<N; i++)
{
a[i] = diceroll(randomGenerator);
b[i] = diceroll(randomGenerator);
}
现在,假设需要按元素对 a
和 b
求和并将结果存储在 c
中,它看起来是标量形式像下面这样:
Now, assume that one needs to sum a
and b
element-wise and store the result in c
, which in scalar form looks like the following:
for(int i=0; i<N; i++)
{
c[i] = a[i] + b[i];
}
上面代码的 SSE2 矢量化版本是什么,记住输入是上面定义的 a
和 b
(即作为 float
) 并且输出是 c
(也是 float
的集合)?
What would be the SSE2 vectorized version of the above code, keeping in mind that the inputs are a
and b
as defined above (i.e. as a collection of float
) and ehe output is c
(also a collection of float
)?
经过大量研究,我得出以下结论:
After quite a bit of research, I was able to come up with the following:
for(int i=0; i<N; i+=4)
{
float a_toload[4] = { a[i], a[i + 1], a[i + 2], a[i + 3] };
float b_toload[4] = { b[i], b[i + 1], b[i + 2], b[i + 3] };
__m128 loaded_a = _mm_loadu_ps(a_toload);
__m128 loaded_b = _mm_loadu_ps(b_toload);
float result[4] = { 0, 0, 0, 0 };
_mm_storeu_ps(result, _mm_add_ps(loaded_a , loaded_b));
c[i] = result[0];
c[i + 1] = result[1];
c[i + 2] = result[2];
c[i + 3] = result[3];
}
但是,这似乎真的很麻烦,而且效率肯定很低:上面的 SIMD 版本实际上比初始标量版本慢了三倍(当然,在 Microsoft VS15 的发布模式下和之后进行了优化测量)100 万次迭代,而不仅仅是 12 次).
However, this seems to be really cumbersome and is certainly quite inefficient: the SIMD version above is actually three times slower than the initial scalar version (measured, of course, with optimizations on, in release mode of Microsoft VS15, and after 1 million iterations, not just 12).
推荐答案
你的for循环可以简化为
Your for-loop could be simplified to
const int aligendN = N - N % 4;
for (int i = 0; i < alignedN; i+=4) {
_mm_storeu_ps(&c[i],
_mm_add_ps(_mm_loadu_ps(&a[i]),
_mm_loadu_ps(&b[i])));
}
for (int i = alignedN; i < N; ++i) {
c[i] = a[i] + b[i];
}
一些补充说明:
- 处理最后几个浮点数的小循环很常见,当
N%4 != 0
或 N 在编译时未知时,它是强制性的. - 我注意到您选择了未对齐的版本加载/存储,与对齐的版本相比,惩罚很小.我在 stackoverflow 找到了这个链接:在 x64_64 Intel CPU 上,SSE 非对齐负载内在是否比对齐负载内在慢?
- A small loop handling the last several floats is quite common and when
N%4 != 0
or N is unknown at compile time it is mandatory. - I notice that you choose unaligned version load/store, there is small penalty compared to aligned version. I found this link at stackoverflow: Is the SSE unaligned load intrinsic any slower than the aligned load intrinsic on x64_64 Intel CPUs?
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