Old: 626699 ticks
New: 674000 ticks
//OldNow, those of you familiar with CPU branching and other low-level optimizations might point out that the compiler may have optimized the old code path more effectively, leaving the new code path with extra instructions due to the extra increment and bitshift operations. Wrong. Both code paths have the exact same number of instructions. Furthermore, there are only FOUR instructions that are different between the two implementations (highlighted in red below).
c = C(key, y->_key);
if(c==0) return y;
if(c<0) y=y->_left;
else y=y->_right;
//New
if(!(c=C(key,y->_key)))
return y;
else
y=y->_children[(++c)>>1];
New 00F72DE5 mov esi,dword ptr [esp+38h] 00F72DE9 mov eax,dword ptr 00F72DEE cmp esi,eax 00F72DF0 je main+315h (0F72E25h) 00F72DF2 mov edx,dword ptr [esp+ebx*4+4ECh] 00F72DF9 lea esp,[esp] 00F72E00 mov edi,dword ptr [esi+4] 00F72E03 cmp edx,edi 00F72E05 jge main+2FCh (0F72E0Ch) 00F72E07 or ecx,0FFFFFFFFh 00F72E0A jmp main+303h (0F72E13h) 00F72E0C xor ecx,ecx 00F72E0E cmp edx,edi 00F72E10 setne cl 00F72E13 movsx ecx,cl 00F72E16 test ecx,ecx 00F72E18 je main+317h (0F72E27h) 00F72E1A inc ecx 00F72E1B sar ecx,1 00F72E1D mov esi,dword ptr [esi+ecx*4+18h] 00F72E21 cmp esi,eax 00F72E23 jne main+2F0h (0F72E00h) 00F72E25 xor esi,esi 00F72E27 mov eax,dword ptr [esi] 00F72E29 add dword ptr [esp+1Ch],eax | Old 00F32DF0 mov edi,dword ptr [esp+38h] 00F32DF4 mov ebx,dword ptr 00F32DFA cmp edi,ebx 00F32DFC je main+31Dh (0F32E2Dh) 00F32DFE mov edx,dword ptr [esp+eax*4+4ECh] 00F32E05 mov esi,dword ptr [edi+4] 00F32E08 cmp edx,esi 00F32E0A jge main+301h (0F32E11h) 00F32E0C or ecx,0FFFFFFFFh 00F32E0F jmp main+308h (0F32E18h) 00F32E11 xor ecx,ecx 00F32E13 cmp edx,esi 00F32E15 setne cl 00F32E18 movsx ecx,cl 00F32E1B test ecx,ecx 00F32E1D je main+31Fh (0F32E2Fh) 00F32E1F jns main+316h (0F32E26h) 00F32E21 mov edi,dword ptr [edi+18h] 00F32E24 jmp main+319h (0F32E29h) 00F32E26 mov edi,dword ptr [edi+1Ch] 00F32E29 cmp edi,ebx 00F32E2B jne main+2F5h (0F32E05h) 00F32E2D xor edi,edi 00F32E2F mov ecx,dword ptr [edi] 00F32E31 add dword ptr [esp+1Ch],ecx |
I have no real explanation for this behavior, but I do have a hypothesis: The important instruction is the extra LEA in my new method that appears to be before the branch itself. As a result, it may be possible for the CPU to be doing branch prediction in such a way it shaves off one instruction, which gives it a significant advantage. It may also be that the branching is just faster then my increment and bitshift, although I find this highly unlikely. At this point I was wondering if anything I knew about optimization held any meaning in the real world, or if everything was just a lot of guesswork and profiling because what the fuck?! However, it then occurred to me that there was an optimization possible for the old version - Move the if(c==0) statement to the bottom so the CPU does the (c<0) and (c>0) comparisons first, since the c==0 comparison only happens once in the traversal. Naturally I was a bit skeptical of this having any effect on the assembly-rewriting, branch-predicting, impulsive teenage bitch that my CPU was at this point, but I tried it anyway.
It worked. There was a small but noticeable improvement in running time by using the old technique and rewriting the if statements as such:
c = C(key, y->_key);Optimized: 610161.8 Ticks
if (c < 0) y = y->_left;
else if(c > 0) y = y->_right;
else return y;
The total performance improvement over my failed optimization attempt and my more successful branch-manipulation technique is a whopping 63838.2 Ticks, or a ~10% improvement in speed, caused by simply rearranging 4 or 5 instructions. These tests were done on a randomized collection of 500000 integers, so that means the optimized version can pack in 10% more comparisons in the same period of time as the bad optimization. That's 550000 vs 500000 elements, which seems to suggest that delicate optimization, even in modern CPUs, can have significant speed improvements. Those of you who say that toying around with low level code can't infer significant performance increases should probably reconsider exactly what you're claiming. This wouldn't directly translate to 50000 extra players on your server, but a 10% increase in speed isn't statistically insignificant.
The LEA here is essentially a nop, either left by a mediocre optimizer or added in an attempt to improve performance by aligning code.
ReplyDeleteThe real problem IMO is the introduction of dependencies between instructions :
inc -> sar -> mov
The second dependency is the worst one : a so-called Address Generation Interlock which causes pipeline stall that no amount of clever hardware bypass can really mitigate (the inc -> sar dependency will cause a small slowdown but not a complete pipeline stall).
Other details worth noting :
* most optimizers tend to favor add 1 over inc these days as the partial flag update cause slowdowns on some cpus
* shift are not always as fast as you would expect. The P4 for instance lacks a high-speed barrel-shifter
Unfortunately I simply don't understand why the compiler would generate that kind of dependency on instructions as a result of me attempting to remove branching.
ReplyDeleteBecause it doesn't have much of a choice really... It translates your code as best as it can into the available instructions and if these instructions come with dependencies that cause pipeline stalls in the host cpu the only thing it can do is try to interleave instructions but that's hardly a solution in such a dense piece of code and any recent out-of-order cpu wouldn't really notice the difference (it would still matter for an Atom and other in-order cores though).
ReplyDeleteinc ecx
sar ecx,1
mov esi,dword ptr [esi+ecx*4+18h]
is a direct translation of
y=y->_children[(++c)>>1];
whereas
mov edi,dword ptr [edi+18h]
mov edi,dword ptr [edi+1Ch]
are direct translations of
y=y->_left;
y=y->_right;
A simple member access generate a simple memory read with a compile-time-calculated offset whereas a dynamic table access requires some extra arithmetic which causes the AGI. One way to mitigate this would be to compute the array offset earlier but this comes with its own drawbacks :
* both code path would do the calculation while its only useful to one
* increased register pressure
The only way out I can see is to take advantage of the "structure" of the variable c (i.e the set of value it can take), possibly altering it, to come up with a simpler index calculation that can be directly expressed in some x86 addressing mode.
So then I am seriously underestimating just how fast the branch prediction is, and that the branching code is actually faster due to an unfavorable set of dependencies required to eliminate the branching taking longer than the branch prediction itself. It is amusing that I immediately disregarded that idea, but I don't claim to be an expert on the intricacies of x86 assembly.
ReplyDelete