Answering to another Stack Overflow question (this one) I stumbled upon an interesting sub-problem. What is the fastest way to sort an array of 6 integers?
As the question is very low level:
we can't assume libraries are available (and the call itself has its cost), only plain C
to avoid emptying instruction pipeline (that has a very high cost) we should probably minimize branches, jumps, and every other kind of control flow breaking (like those hidden behind sequence points in && or ||).
room is constrained and minimizing registers and memory use is an issue, ideally in place sort is probably best.
Really this question is a kind of Golf where the goal is not to minimize source length but execution time. I call it 'Zening' code as used in the title of the book Zen of Code optimization by Michael Abrash and its sequels.
As for why it is interesting, there is several layers:
the example is simple and easy to understand and measure, not much C skill involved
it shows effects of choice of a good algorithm for the problem, but also effects of the compiler and underlying hardware.
Here is my reference (naive, not optimized) implementation and my test set.
#include <stdio.h>
static __inline__ int sort6(int * d){
char j, i, imin;
int tmp;
for (j = 0 ; j < 5 ; j++){
imin = j;
for (i = j + 1; i < 6 ; i++){
if (d[i] < d[imin]){
imin = i;
}
}
tmp = d[j];
d[j] = d[imin];
d[imin] = tmp;
}
}
static __inline__ unsigned long long rdtsc(void)
{
unsigned long long int x;
__asm__ volatile (".byte 0x0f, 0x31" : "=A" (x));
return x;
}
int main(int argc, char ** argv){
int i;
int d[6][5] = {
{1, 2, 3, 4, 5, 6},
{6, 5, 4, 3, 2, 1},
{100, 2, 300, 4, 500, 6},
{100, 2, 3, 4, 500, 6},
{1, 200, 3, 4, 5, 600},
{1, 1, 2, 1, 2, 1}
};
unsigned long long cycles = rdtsc();
for (i = 0; i < 6 ; i++){
sort6(d[i]);
/*
* printf("d%d : %d %d %d %d %d %d\n", i,
* d[i][0], d[i][6], d[i][7],
* d[i][8], d[i][9], d[i][10]);
*/
}
cycles = rdtsc() - cycles;
printf("Time is %d\n", (unsigned)cycles);
}
Raw results
As number of variants is becoming large, I gathered them all in a test suite that can be found here. The actual tests used are a bit less naive than those showed above, thanks to Kevin Stock. You can compile and execute it in your own environment. I'm quite interested by behavior on different target architecture/compilers. (OK guys, put it in answers, I will +1 every contributor of a new resultset).
I gave the answer to Daniel Stutzbach (for golfing) one year ago as he was at the source of the fastest solution at that time (sorting networks).
Linux 64 bits, gcc 4.6.1 64 bits, Intel Core 2 Duo E8400, -O2
Direct call to qsort library function : 689.38
Naive implementation (insertion sort) : 285.70
Insertion Sort (Daniel Stutzbach) : 142.12
Insertion Sort Unrolled : 125.47
Rank Order : 102.26
Rank Order with registers : 58.03
Sorting Networks (Daniel Stutzbach) : 111.68
Sorting Networks (Paul R) : 66.36
Sorting Networks 12 with Fast Swap : 58.86
Sorting Networks 12 reordered Swap : 53.74
Sorting Networks 12 reordered Simple Swap : 31.54
Reordered Sorting Network w/ fast swap : 31.54
Reordered Sorting Network w/ fast swap V2 : 33.63
Inlined Bubble Sort (Paolo Bonzini) : 48.85
Unrolled Insertion Sort (Paolo Bonzini) : 75.30
Linux 64 bits, gcc 4.6.1 64 bits, Intel Core 2 Duo E8400, -O1
Direct call to qsort library function : 705.93
Naive implementation (insertion sort) : 135.60
Insertion Sort (Daniel Stutzbach) : 142.11
Insertion Sort Unrolled : 126.75
Rank Order : 46.42
Rank Order with registers : 43.58
Sorting Networks (Daniel Stutzbach) : 115.57
Sorting Networks (Paul R) : 64.44
Sorting Networks 12 with Fast Swap : 61.98
Sorting Networks 12 reordered Swap : 54.67
Sorting Networks 12 reordered Simple Swap : 31.54
Reordered Sorting Network w/ fast swap : 31.24
Reordered Sorting Network w/ fast swap V2 : 33.07
Inlined Bubble Sort (Paolo Bonzini) : 45.79
Unrolled Insertion Sort (Paolo Bonzini) : 80.15
I included both -O1 and -O2 results because surprisingly for several programs O2 is less efficient than O1. I wonder what specific optimization has this effect ?
Comments on proposed solutions
Insertion Sort (Daniel Stutzbach)
As expected minimizing branches is indeed a good idea.
Sorting Networks (Daniel Stutzbach)
Better than insertion sort. I wondered if the main effect was not get from avoiding the external loop. I gave it a try by unrolled insertion sort to check and indeed we get roughly the same figures (code is here).
Sorting Networks (Paul R)
The best so far. The actual code I used to test is here. Don't know yet why it is nearly two times as fast as the other sorting network implementation. Parameter passing ? Fast max ?
Sorting Networks 12 SWAP with Fast Swap
As suggested by Daniel Stutzbach, I combined his 12 swap sorting network with branchless fast swap (code is here). It is indeed faster, the best so far with a small margin (roughly 5%) as could be expected using 1 less swap.
It is also interesting to notice that the branchless swap seems to be much (4 times) less efficient than the simple one using if on PPC architecture.
Calling Library qsort
To give another reference point I also tried as suggested to just call library qsort (code is here). As expected it is much slower : 10 to 30 times slower... as it became obvious with the new test suite, the main problem seems to be the initial load of the library after the first call, and it compares not so poorly with other version. It is just between 3 and 20 times slower on my Linux. On some architecture used for tests by others it seems even to be faster (I'm really surprised by that one, as library qsort use a more complex API).
Rank order
Rex Kerr proposed another completely different method : for each item of the array compute directly its final position. This is efficient because computing rank order do not need branch. The drawback of this method is that it takes three times the amount of memory of the array (one copy of array and variables to store rank orders). The performance results are very surprising (and interesting). On my reference architecture with 32 bits OS and Intel Core2 Quad E8300, cycle count was slightly below 1000 (like sorting networks with branching swap). But when compiled and executed on my 64 bits box (Intel Core2 Duo) it performed much better : it became the fastest so far. I finally found out the true reason. My 32bits box use gcc 4.4.1 and my 64bits box gcc 4.4.3 and the last one seems much better at optimizing this particular code (there was very little difference for other proposals).
update:
As published figures above shows this effect was still enhanced by later versions of gcc and Rank Order became consistently twice as fast as any other alternative.
Sorting Networks 12 with reordered Swap
The amazing efficiency of the Rex Kerr proposal with gcc 4.4.3 made me wonder : how could a program with 3 times as much memory usage be faster than branchless sorting networks? My hypothesis was that it had less dependencies of the kind read after write, allowing for better use of the superscalar instruction scheduler of the x86. That gave me an idea: reorder swaps to minimize read after write dependencies. More simply put: when you do SWAP(1, 2); SWAP(0, 2); you have to wait for the first swap to be finished before performing the second one because both access to a common memory cell. When you do SWAP(1, 2); SWAP(4, 5);the processor can execute both in parallel. I tried it and it works as expected, the sorting networks is running about 10% faster.
Sorting Networks 12 with Simple Swap
One year after the original post Steinar H. Gunderson suggested, that we should not try to outsmart the compiler and keep the swap code simple. It's indeed a good idea as the resulting code is about 40% faster! He also proposed a swap optimized by hand using x86 inline assembly code that can still spare some more cycles. The most surprising (it says volumes on programmer's psychology) is that one year ago none of used tried that version of swap. Code I used to test is here. Others suggested other ways to write a C fast swap, but it yields the same performances as the simple one with a decent compiler.
The "best" code is now as follow:
static inline void sort6_sorting_network_simple_swap(int * d){
#define min(x, y) (x<y?x:y)
#define max(x, y) (x<y?y:x)
#define SWAP(x,y) { const int a = min(d[x], d[y]); \
const int b = max(d[x], d[y]); \
d[x] = a; d[y] = b; }
SWAP(1, 2);
SWAP(4, 5);
SWAP(0, 2);
SWAP(3, 5);
SWAP(0, 1);
SWAP(3, 4);
SWAP(1, 4);
SWAP(0, 3);
SWAP(2, 5);
SWAP(1, 3);
SWAP(2, 4);
SWAP(2, 3);
#undef SWAP
#undef min
#undef max
}
If we believe our test set (and, yes it is quite poor, it's mere benefit is being short, simple and easy to understand what we are measuring), the average number of cycles of the resulting code for one sort is below 40 cycles (6 tests are executed). That put each swap at an average of 4 cycles. I call that amazingly fast. Any other improvements possible ?
For any optimization, it's always best to test, test, test. I would try at least sorting networks and insertion sort. If I were betting, I'd put my money on insertion sort based on past experience.
Do you know anything about the input data? Some algorithms will perform better with certain kinds of data. For example, insertion sort performs better on sorted or almost-sorted dat, so it will be the better choice if there's an above-average chance of almost-sorted data.
The algorithm you posted is similar to an insertion sort, but it looks like you've minimized the number of swaps at the cost of more comparisons. Comparisons are far more expensive than swaps, though, because branches can cause the instruction pipeline to stall.
Here's an insertion sort implementation:
static __inline__ int sort6(int *d){
int i, j;
for (i = 1; i < 6; i++) {
int tmp = d[i];
for (j = i; j >= 1 && tmp < d[j-1]; j--)
d[j] = d[j-1];
d[j] = tmp;
}
}
Here's how I'd build a sorting network. First, use this site to generate a minimal set of SWAP macros for a network of the appropriate length. Wrapping that up in a function gives me:
static __inline__ int sort6(int * d){
#define SWAP(x,y) if (d[y] < d[x]) { int tmp = d[x]; d[x] = d[y]; d[y] = tmp; }
SWAP(1, 2);
SWAP(0, 2);
SWAP(0, 1);
SWAP(4, 5);
SWAP(3, 5);
SWAP(3, 4);
SWAP(0, 3);
SWAP(1, 4);
SWAP(2, 5);
SWAP(2, 4);
SWAP(1, 3);
SWAP(2, 3);
#undef SWAP
}
Here's an implementation using sorting networks:
inline void Sort2(int *p0, int *p1)
{
const int temp = min(*p0, *p1);
*p1 = max(*p0, *p1);
*p0 = temp;
}
inline void Sort3(int *p0, int *p1, int *p2)
{
Sort2(p0, p1);
Sort2(p1, p2);
Sort2(p0, p1);
}
inline void Sort4(int *p0, int *p1, int *p2, int *p3)
{
Sort2(p0, p1);
Sort2(p2, p3);
Sort2(p0, p2);
Sort2(p1, p3);
Sort2(p1, p2);
}
inline void Sort6(int *p0, int *p1, int *p2, int *p3, int *p4, int *p5)
{
Sort3(p0, p1, p2);
Sort3(p3, p4, p5);
Sort2(p0, p3);
Sort2(p2, p5);
Sort4(p1, p2, p3, p4);
}
You really need very efficient branchless min and max implementations for this, since that is effectively what this code boils down to - a sequence of min and max operations (13 of each, in total). I leave this as an exercise for the reader.
Note that this implementation lends itself easily to vectorization (e.g. SIMD - most SIMD ISAs have vector min/max instructions) and also to GPU implementations (e.g. CUDA - being branchless there are no problems with warp divergence etc).
See also: Fast algorithm implementation to sort very small list
Since these are integers and compares are fast, why not compute the rank order of each directly:
inline void sort6(int *d) {
int e[6];
memcpy(e,d,6*sizeof(int));
int o0 = (d[0]>d[1])+(d[0]>d[2])+(d[0]>d[3])+(d[0]>d[4])+(d[0]>d[5]);
int o1 = (d[1]>=d[0])+(d[1]>d[2])+(d[1]>d[3])+(d[1]>d[4])+(d[1]>d[5]);
int o2 = (d[2]>=d[0])+(d[2]>=d[1])+(d[2]>d[3])+(d[2]>d[4])+(d[2]>d[5]);
int o3 = (d[3]>=d[0])+(d[3]>=d[1])+(d[3]>=d[2])+(d[3]>d[4])+(d[3]>d[5]);
int o4 = (d[4]>=d[0])+(d[4]>=d[1])+(d[4]>=d[2])+(d[4]>=d[3])+(d[4]>d[5]);
int o5 = 15-(o0+o1+o2+o3+o4);
d[o0]=e[0]; d[o1]=e[1]; d[o2]=e[2]; d[o3]=e[3]; d[o4]=e[4]; d[o5]=e[5];
}
Looks like I got to the party a year late, but here we go...
Looking at the assembly generated by gcc 4.5.2 I observed that loads and stores are being done for every swap, which really isn't needed. It would be better to load the 6 values into registers, sort those, and store them back into memory. I ordered the loads at stores to be as close as possible to there the registers are first needed and last used. I also used Steinar H. Gunderson's SWAP macro. Update: I switched to Paolo Bonzini's SWAP macro which gcc converts into something similar to Gunderson's, but gcc is able to better order the instructions since they aren't given as explicit assembly.
I used the same swap order as the reordered swap network given as the best performing, although there may be a better ordering. If I find some more time I'll generate and test a bunch of permutations.
I changed the testing code to consider over 4000 arrays and show the average number of cycles needed to sort each one. On an i5-650 I'm getting ~34.1 cycles/sort (using -O3), compared to the original reordered sorting network getting ~65.3 cycles/sort (using -O1, beats -O2 and -O3).
#include <stdio.h>
static inline void sort6_fast(int * d) {
#define SWAP(x,y) { int dx = x, dy = y, tmp; tmp = x = dx < dy ? dx : dy; y ^= dx ^ tmp; }
register int x0,x1,x2,x3,x4,x5;
x1 = d[1];
x2 = d[2];
SWAP(x1, x2);
x4 = d[4];
x5 = d[5];
SWAP(x4, x5);
x0 = d[0];
SWAP(x0, x2);
x3 = d[3];
SWAP(x3, x5);
SWAP(x0, x1);
SWAP(x3, x4);
SWAP(x1, x4);
SWAP(x0, x3);
d[0] = x0;
SWAP(x2, x5);
d[5] = x5;
SWAP(x1, x3);
d[1] = x1;
SWAP(x2, x4);
d[4] = x4;
SWAP(x2, x3);
d[2] = x2;
d[3] = x3;
#undef SWAP
#undef min
#undef max
}
static __inline__ unsigned long long rdtsc(void)
{
unsigned long long int x;
__asm__ volatile ("rdtsc; shlq $32, %%rdx; orq %%rdx, %0" : "=a" (x) : : "rdx");
return x;
}
void ran_fill(int n, int *a) {
static int seed = 76521;
while (n--) *a++ = (seed = seed *1812433253 + 12345);
}
#define NTESTS 4096
int main() {
int i;
int d[6*NTESTS];
ran_fill(6*NTESTS, d);
unsigned long long cycles = rdtsc();
for (i = 0; i < 6*NTESTS ; i+=6) {
sort6_fast(d+i);
}
cycles = rdtsc() - cycles;
printf("Time is %.2lf\n", (double)cycles/(double)NTESTS);
for (i = 0; i < 6*NTESTS ; i+=6) {
if (d[i+0] > d[i+1] || d[i+1] > d[i+2] || d[i+2] > d[i+3] || d[i+3] > d[i+4] || d[i+4] > d[i+5])
printf("d%d : %d %d %d %d %d %d\n", i,
d[i+0], d[i+1], d[i+2],
d[i+3], d[i+4], d[i+5]);
}
return 0;
}
I changed modified the test suite to also report clocks per sort and run more tests (the cmp function was updated to handle integer overflow as well), here are the results on some different architectures. I attempted testing on an AMD cpu but rdtsc isn't reliable on the X6 1100T I have available.
Clarkdale (i5-650)
==================
Direct call to qsort library function 635.14 575.65 581.61 577.76 521.12
Naive implementation (insertion sort) 538.30 135.36 134.89 240.62 101.23
Insertion Sort (Daniel Stutzbach) 424.48 159.85 160.76 152.01 151.92
Insertion Sort Unrolled 339.16 125.16 125.81 129.93 123.16
Rank Order 184.34 106.58 54.74 93.24 94.09
Rank Order with registers 127.45 104.65 53.79 98.05 97.95
Sorting Networks (Daniel Stutzbach) 269.77 130.56 128.15 126.70 127.30
Sorting Networks (Paul R) 551.64 103.20 64.57 73.68 73.51
Sorting Networks 12 with Fast Swap 321.74 61.61 63.90 67.92 67.76
Sorting Networks 12 reordered Swap 318.75 60.69 65.90 70.25 70.06
Reordered Sorting Network w/ fast swap 145.91 34.17 32.66 32.22 32.18
Kentsfield (Core 2 Quad)
========================
Direct call to qsort library function 870.01 736.39 723.39 725.48 721.85
Naive implementation (insertion sort) 503.67 174.09 182.13 284.41 191.10
Insertion Sort (Daniel Stutzbach) 345.32 152.84 157.67 151.23 150.96
Insertion Sort Unrolled 316.20 133.03 129.86 118.96 105.06
Rank Order 164.37 138.32 46.29 99.87 99.81
Rank Order with registers 115.44 116.02 44.04 116.04 116.03
Sorting Networks (Daniel Stutzbach) 230.35 114.31 119.15 110.51 111.45
Sorting Networks (Paul R) 498.94 77.24 63.98 62.17 65.67
Sorting Networks 12 with Fast Swap 315.98 59.41 58.36 60.29 55.15
Sorting Networks 12 reordered Swap 307.67 55.78 51.48 51.67 50.74
Reordered Sorting Network w/ fast swap 149.68 31.46 30.91 31.54 31.58
Sandy Bridge (i7-2600k)
=======================
Direct call to qsort library function 559.97 451.88 464.84 491.35 458.11
Naive implementation (insertion sort) 341.15 160.26 160.45 154.40 106.54
Insertion Sort (Daniel Stutzbach) 284.17 136.74 132.69 123.85 121.77
Insertion Sort Unrolled 239.40 110.49 114.81 110.79 117.30
Rank Order 114.24 76.42 45.31 36.96 36.73
Rank Order with registers 105.09 32.31 48.54 32.51 33.29
Sorting Networks (Daniel Stutzbach) 210.56 115.68 116.69 107.05 124.08
Sorting Networks (Paul R) 364.03 66.02 61.64 45.70 44.19
Sorting Networks 12 with Fast Swap 246.97 41.36 59.03 41.66 38.98
Sorting Networks 12 reordered Swap 235.39 38.84 47.36 38.61 37.29
Reordered Sorting Network w/ fast swap 115.58 27.23 27.75 27.25 26.54
Nehalem (Xeon E5640)
====================
Direct call to qsort library function 911.62 890.88 681.80 876.03 872.89
Naive implementation (insertion sort) 457.69 236.87 127.68 388.74 175.28
Insertion Sort (Daniel Stutzbach) 317.89 279.74 147.78 247.97 245.09
Insertion Sort Unrolled 259.63 220.60 116.55 221.66 212.93
Rank Order 140.62 197.04 52.10 163.66 153.63
Rank Order with registers 84.83 96.78 50.93 109.96 54.73
Sorting Networks (Daniel Stutzbach) 214.59 220.94 118.68 120.60 116.09
Sorting Networks (Paul R) 459.17 163.76 56.40 61.83 58.69
Sorting Networks 12 with Fast Swap 284.58 95.01 50.66 53.19 55.47
Sorting Networks 12 reordered Swap 281.20 96.72 44.15 56.38 54.57
Reordered Sorting Network w/ fast swap 128.34 50.87 26.87 27.91 28.02
The test code is pretty bad; it overflows the initial array (don't people here read compiler warnings?), the printf is printing out the wrong elements, it uses .byte for rdtsc for no good reason, there's only one run (!), there's nothing checking that the end results are actually correct (so it's very easy to “optimize” into something subtly wrong), the included tests are very rudimentary (no negative numbers?) and there's nothing to stop the compiler from just discarding the entire function as dead code.
That being said, it's also pretty easy to improve on the bitonic network solution; simply change the min/max/SWAP stuff to
#define SWAP(x,y) { int tmp; asm("mov %0, %2 ; cmp %1, %0 ; cmovg %1, %0 ; cmovg %2, %1" : "=r" (d[x]), "=r" (d[y]), "=r" (tmp) : "0" (d[x]), "1" (d[y]) : "cc"); }
and it comes out about 65% faster for me (Debian gcc 4.4.5 with -O2, amd64, Core i7).
I stumbled onto this question from Google a few days ago because I also had a need to quickly sort a fixed length array of 6 integers. In my case however, my integers are only 8 bits (instead of 32) and I do not have a strict requirement of only using C. I thought I would share my findings anyways, in case they might be helpful to someone...
I implemented a variant of a network sort in assembly that uses SSE to vectorize the compare and swap operations, to the extent possible. It takes six "passes" to completely sort the array. I used a novel mechanism to directly convert the results of PCMPGTB (vectorized compare) to shuffle parameters for PSHUFB (vectorized swap), using only a PADDB (vectorized add) and in some cases also a PAND (bitwise AND) instruction.
This approach also had the side effect of yielding a truly branchless function. There are no jump instructions whatsoever.
It appears that this implementation is about 38% faster than the implementation which is currently marked as the fastest option in the question ("Sorting Networks 12 with Simple Swap"). I modified that implementation to use char array elements during my testing, to make the comparison fair.
I should note that this approach can be applied to any array size up to 16 elements. I expect the relative speed advantage over the alternatives to grow larger for the bigger arrays.
The code is written in MASM for x86_64 processors with SSSE3. The function uses the "new" Windows x64 calling convention. Here it is...
PUBLIC simd_sort_6
.DATA
ALIGN 16
pass1_shuffle OWORD 0F0E0D0C0B0A09080706040503010200h
pass1_add OWORD 0F0E0D0C0B0A09080706050503020200h
pass2_shuffle OWORD 0F0E0D0C0B0A09080706030405000102h
pass2_and OWORD 00000000000000000000FE00FEFE00FEh
pass2_add OWORD 0F0E0D0C0B0A09080706050405020102h
pass3_shuffle OWORD 0F0E0D0C0B0A09080706020304050001h
pass3_and OWORD 00000000000000000000FDFFFFFDFFFFh
pass3_add OWORD 0F0E0D0C0B0A09080706050404050101h
pass4_shuffle OWORD 0F0E0D0C0B0A09080706050100020403h
pass4_and OWORD 0000000000000000000000FDFD00FDFDh
pass4_add OWORD 0F0E0D0C0B0A09080706050403020403h
pass5_shuffle OWORD 0F0E0D0C0B0A09080706050201040300h
pass5_and OWORD 0000000000000000000000FEFEFEFE00h
pass5_add OWORD 0F0E0D0C0B0A09080706050403040300h
pass6_shuffle OWORD 0F0E0D0C0B0A09080706050402030100h
pass6_add OWORD 0F0E0D0C0B0A09080706050403030100h
.CODE
simd_sort_6 PROC FRAME
.endprolog
; pxor xmm4, xmm4
; pinsrd xmm4, dword ptr [rcx], 0
; pinsrb xmm4, byte ptr [rcx + 4], 4
; pinsrb xmm4, byte ptr [rcx + 5], 5
; The benchmarked 38% faster mentioned in the text was with the above slower sequence that tied up the shuffle port longer. Same on extract
; avoiding pins/extrb also means we don't need SSE 4.1, but SSSE3 CPUs without SSE4.1 (e.g. Conroe/Merom) have slow pshufb.
movd xmm4, dword ptr [rcx]
pinsrw xmm4, word ptr [rcx + 4], 2 ; word 2 = bytes 4 and 5
movdqa xmm5, xmm4
pshufb xmm5, oword ptr [pass1_shuffle]
pcmpgtb xmm5, xmm4
paddb xmm5, oword ptr [pass1_add]
pshufb xmm4, xmm5
movdqa xmm5, xmm4
pshufb xmm5, oword ptr [pass2_shuffle]
pcmpgtb xmm5, xmm4
pand xmm5, oword ptr [pass2_and]
paddb xmm5, oword ptr [pass2_add]
pshufb xmm4, xmm5
movdqa xmm5, xmm4
pshufb xmm5, oword ptr [pass3_shuffle]
pcmpgtb xmm5, xmm4
pand xmm5, oword ptr [pass3_and]
paddb xmm5, oword ptr [pass3_add]
pshufb xmm4, xmm5
movdqa xmm5, xmm4
pshufb xmm5, oword ptr [pass4_shuffle]
pcmpgtb xmm5, xmm4
pand xmm5, oword ptr [pass4_and]
paddb xmm5, oword ptr [pass4_add]
pshufb xmm4, xmm5
movdqa xmm5, xmm4
pshufb xmm5, oword ptr [pass5_shuffle]
pcmpgtb xmm5, xmm4
pand xmm5, oword ptr [pass5_and]
paddb xmm5, oword ptr [pass5_add]
pshufb xmm4, xmm5
movdqa xmm5, xmm4
pshufb xmm5, oword ptr [pass6_shuffle]
pcmpgtb xmm5, xmm4
paddb xmm5, oword ptr [pass6_add]
pshufb xmm4, xmm5
;pextrd dword ptr [rcx], xmm4, 0 ; benchmarked with this
;pextrb byte ptr [rcx + 4], xmm4, 4 ; slower version
;pextrb byte ptr [rcx + 5], xmm4, 5
movd dword ptr [rcx], xmm4
pextrw word ptr [rcx + 4], xmm4, 2 ; x86 is little-endian, so this is the right order
ret
simd_sort_6 ENDP
END
You can compile this to an executable object and link it into your C project. For instructions on how to do this in Visual Studio, you can read this article. You can use the following C prototype to call the function from your C code:
void simd_sort_6(char *values);
While I really like the swap macro provided:
#define min(x, y) (y ^ ((x ^ y) & -(x < y)))
#define max(x, y) (x ^ ((x ^ y) & -(x < y)))
#define SWAP(x,y) { int tmp = min(d[x], d[y]); d[y] = max(d[x], d[y]); d[x] = tmp; }
I see an improvement (which a good compiler might make):
#define SWAP(x,y) { int tmp = ((x ^ y) & -(y < x)); y ^= tmp; x ^= tmp; }
We take note of how min and max work and pull the common sub-expression explicitly. This eliminates the min and max macros completely.
Never optimize min/max without benchmarking and looking at actual compiler generated assembly. If I let GCC optimize min with conditional move instructions I get a 33% speedup:
#define SWAP(x,y) { int dx = d[x], dy = d[y], tmp; tmp = d[x] = dx < dy ? dx : dy; d[y] ^= dx ^ tmp; }
(280 vs. 420 cycles in the test code). Doing max with ?: is more or less the same, almost lost in the noise, but the above is a little bit faster. This SWAP is faster with both GCC and Clang.
Compilers are also doing an exceptional job at register allocation and alias analysis, effectively moving d[x] into local variables upfront, and only copying back to memory at the end. In fact, they do so even better than if you worked entirely with local variables (like d0 = d[0], d1 = d[1], d2 = d[2], d3 = d[3], d4 = d[4], d5 = d[5]). I'm writing this because you are assuming strong optimization and yet trying to outsmart the compiler on min/max. :)
By the way, I tried Clang and GCC. They do the same optimization, but due to scheduling differences the two have some variation in the results, can't say really which is faster or slower. GCC is faster on the sorting networks, Clang on the quadratic sorts.
Just for completeness, unrolled bubble sort and insertion sorts are possible too. Here is the bubble sort:
SWAP(0,1); SWAP(1,2); SWAP(2,3); SWAP(3,4); SWAP(4,5);
SWAP(0,1); SWAP(1,2); SWAP(2,3); SWAP(3,4);
SWAP(0,1); SWAP(1,2); SWAP(2,3);
SWAP(0,1); SWAP(1,2);
SWAP(0,1);
and here is the insertion sort:
//#define ITER(x) { if (t < d[x]) { d[x+1] = d[x]; d[x] = t; } }
//Faster on x86, probably slower on ARM or similar:
#define ITER(x) { d[x+1] ^= t < d[x] ? d[x] ^ d[x+1] : 0; d[x] = t < d[x] ? t : d[x]; }
static inline void sort6_insertion_sort_unrolled_v2(int * d){
int t;
t = d[1]; ITER(0);
t = d[2]; ITER(1); ITER(0);
t = d[3]; ITER(2); ITER(1); ITER(0);
t = d[4]; ITER(3); ITER(2); ITER(1); ITER(0);
t = d[5]; ITER(4); ITER(3); ITER(2); ITER(1); ITER(0);
This insertion sort is faster than Daniel Stutzbach's, and is especially good on a GPU or a computer with predication because ITER can be done with only 3 instructions (vs. 4 for SWAP). For example, here is the t = d[2]; ITER(1); ITER(0); line in ARM assembly:
MOV r6, r2
CMP r6, r1
MOVLT r2, r1
MOVLT r1, r6
CMP r6, r0
MOVLT r1, r0
MOVLT r0, r6
For six elements the insertion sort is competitive with the sorting network (12 swaps vs. 15 iterations balances 4 instructions/swap vs. 3 instructions/iteration); bubble sort of course is slower. But it's not going to be true when the size grows, since insertion sort is O(n^2) while sorting networks are O(n log n).
I ported the test suite to a PPC architecture machine I can not identify (didn't have to touch code, just increase the iterations of the test, use 8 test cases to avoid polluting results with mods and replace the x86 specific rdtsc):
Direct call to qsort library function : 101
Naive implementation (insertion sort) : 299
Insertion Sort (Daniel Stutzbach) : 108
Insertion Sort Unrolled : 51
Sorting Networks (Daniel Stutzbach) : 26
Sorting Networks (Paul R) : 85
Sorting Networks 12 with Fast Swap : 117
Sorting Networks 12 reordered Swap : 116
Rank Order : 56
An XOR swap may be useful in your swapping functions.
void xorSwap (int *x, int *y) {
if (*x != *y) {
*x ^= *y;
*y ^= *x;
*x ^= *y;
}
}
The if may cause too much divergence in your code, but if you have a guarantee that all your ints are unique this could be handy.
Looking forward to trying my hand at this and learning from these examples, but first some timings from my 1.5 GHz PPC Powerbook G4 w/ 1 GB DDR RAM. (I borrowed a similar rdtsc-like timer for PPC from http://www.mcs.anl.gov/~kazutomo/rdtsc.html for the timings.) I ran the program a few times and the absolute results varied but the consistently fastest test was "Insertion Sort (Daniel Stutzbach)", with "Insertion Sort Unrolled" a close second.
Here's the last set of times:
**Direct call to qsort library function** : 164
**Naive implementation (insertion sort)** : 138
**Insertion Sort (Daniel Stutzbach)** : 85
**Insertion Sort Unrolled** : 97
**Sorting Networks (Daniel Stutzbach)** : 457
**Sorting Networks (Paul R)** : 179
**Sorting Networks 12 with Fast Swap** : 238
**Sorting Networks 12 reordered Swap** : 236
**Rank Order** : 116
Here is my contribution to this thread: an optimized 1, 4 gap shellsort for a 6-member int vector (valp) containing unique values.
void shellsort (int *valp)
{
int c,a,*cp,*ip=valp,*ep=valp+5;
c=*valp; a=*(valp+4);if (c>a) {*valp= a;*(valp+4)=c;}
c=*(valp+1);a=*(valp+5);if (c>a) {*(valp+1)=a;*(valp+5)=c;}
cp=ip;
do
{
c=*cp;
a=*(cp+1);
do
{
if (c<a) break;
*cp=a;
*(cp+1)=c;
cp-=1;
c=*cp;
} while (cp>=valp);
ip+=1;
cp=ip;
} while (ip<ep);
}
On my HP dv7-3010so laptop with a dual-core Athlon M300 # 2 Ghz (DDR2 memory) it executes in 165 clock cycles. This is an average calculated from timing every unique sequence (6!/720 in all). Compiled to Win32 using OpenWatcom 1.8. The loop is essentially an insertion sort and is 16 instructions/37 bytes long.
I do not have a 64-bit environment to compile on.
If insertion sort is reasonably competitive here, I would recommend trying a shellsort. I'm afraid 6 elements is probably just too little for it to be among the best, but it might be worth a try.
Example code, untested, undebugged, etc. You want to tune the inc = 4 and inc -= 3 sequence to find the optimum (try inc = 2, inc -= 1 for example).
static __inline__ int sort6(int * d) {
char j, i;
int tmp;
for (inc = 4; inc > 0; inc -= 3) {
for (i = inc; i < 5; i++) {
tmp = a[i];
j = i;
while (j >= inc && a[j - inc] > tmp) {
a[j] = a[j - inc];
j -= inc;
}
a[j] = tmp;
}
}
}
I don't think this will win, but if someone posts a question about sorting 10 elements, who knows...
According to Wikipedia this can even be combined with sorting networks:
Pratt, V (1979). Shellsort and sorting networks (Outstanding dissertations in the computer sciences). Garland. ISBN 0-824-04406-1
I know I'm super-late, but I was interested in experimenting with some different solutions. First, I cleaned up that paste, made it compile, and put it into a repository. I kept some undesirable solutions as dead-ends so that others wouldn't try it. Among this was my first solution, which attempted to ensure that x1>x2 was calculated once. After optimization, it is no faster than the other, simple versions.
I added a looping version of rank order sort, since my own application of this study is for sorting 2-8 items, so since there are a variable number of arguments, a loop is necessary. This is also why I ignored the sorting network solutions.
The test code didn't test that duplicates were handled correctly, so while the existing solutions were all correct, I added a special case to the test code to ensure that duplicates were handled correctly.
Then, I wrote an insertion sort that is entirely in AVX registers. On my machine it is 25% faster than the other insertion sorts, but 100% slower than rank order. I did this purely for experiment and had no expectation of this being better due to the branching in insertion sort.
static inline void sort6_insertion_sort_avx(int* d) {
__m256i src = _mm256_setr_epi32(d[0], d[1], d[2], d[3], d[4], d[5], 0, 0);
__m256i index = _mm256_setr_epi32(0, 1, 2, 3, 4, 5, 6, 7);
__m256i shlpermute = _mm256_setr_epi32(7, 0, 1, 2, 3, 4, 5, 6);
__m256i sorted = _mm256_setr_epi32(d[0], INT_MAX, INT_MAX, INT_MAX,
INT_MAX, INT_MAX, INT_MAX, INT_MAX);
__m256i val, gt, permute;
unsigned j;
// 8 / 32 = 2^-2
#define ITER(I) \
val = _mm256_permutevar8x32_epi32(src, _mm256_set1_epi32(I));\
gt = _mm256_cmpgt_epi32(sorted, val);\
permute = _mm256_blendv_epi8(index, shlpermute, gt);\
j = ffs( _mm256_movemask_epi8(gt)) >> 2;\
sorted = _mm256_blendv_epi8(_mm256_permutevar8x32_epi32(sorted, permute),\
val, _mm256_cmpeq_epi32(index, _mm256_set1_epi32(j)))
ITER(1);
ITER(2);
ITER(3);
ITER(4);
ITER(5);
int x[8];
_mm256_storeu_si256((__m256i*)x, sorted);
d[0] = x[0]; d[1] = x[1]; d[2] = x[2]; d[3] = x[3]; d[4] = x[4]; d[5] = x[5];
#undef ITER
}
Then, I wrote a rank order sort using AVX. This matches the speed of the other rank-order solutions, but is no faster. The issue here is that I can only calculate the indices with AVX, and then I have to make a table of indices. This is because the calculation is destination-based rather than source-based. See Converting from Source-based Indices to Destination-based Indices
static inline void sort6_rank_order_avx(int* d) {
__m256i ror = _mm256_setr_epi32(5, 0, 1, 2, 3, 4, 6, 7);
__m256i one = _mm256_set1_epi32(1);
__m256i src = _mm256_setr_epi32(d[0], d[1], d[2], d[3], d[4], d[5], INT_MAX, INT_MAX);
__m256i rot = src;
__m256i index = _mm256_setzero_si256();
__m256i gt, permute;
__m256i shl = _mm256_setr_epi32(1, 2, 3, 4, 5, 6, 6, 6);
__m256i dstIx = _mm256_setr_epi32(0,1,2,3,4,5,6,7);
__m256i srcIx = dstIx;
__m256i eq = one;
__m256i rotIx = _mm256_setzero_si256();
#define INC(I)\
rot = _mm256_permutevar8x32_epi32(rot, ror);\
gt = _mm256_cmpgt_epi32(src, rot);\
index = _mm256_add_epi32(index, _mm256_and_si256(gt, one));\
index = _mm256_add_epi32(index, _mm256_and_si256(eq,\
_mm256_cmpeq_epi32(src, rot)));\
eq = _mm256_insert_epi32(eq, 0, I)
INC(0);
INC(1);
INC(2);
INC(3);
INC(4);
int e[6];
e[0] = d[0]; e[1] = d[1]; e[2] = d[2]; e[3] = d[3]; e[4] = d[4]; e[5] = d[5];
int i[8];
_mm256_storeu_si256((__m256i*)i, index);
d[i[0]] = e[0]; d[i[1]] = e[1]; d[i[2]] = e[2]; d[i[3]] = e[3]; d[i[4]] = e[4]; d[i[5]] = e[5];
}
The repo can be found here: https://github.com/eyepatchParrot/sort6/
This question is becoming quite old, but I actually had to solve the same problem these days: fast agorithms to sort small arrays. I thought it would be a good idea to share my knowledge. While I first started by using sorting networks, I finally managed to find other algorithms for which the total number of comparisons performed to sort every permutation of 6 values was smaller than with sorting networks, and smaller than with insertion sort. I didn't count the number of swaps; I would expect it to be roughly equivalent (maybe a bit higher sometimes).
The algorithm sort6 uses the algorithm sort4 which uses the algorithm sort3. Here is the implementation in some light C++ form (the original is template-heavy so that it can work with any random-access iterator and any suitable comparison function).
Sorting 3 values
The following algorithm is an unrolled insertion sort. When two swaps (6 assignments) have to be performed, it uses 4 assignments instead:
void sort3(int* array)
{
if (array[1] < array[0]) {
if (array[2] < array[0]) {
if (array[2] < array[1]) {
std::swap(array[0], array[2]);
} else {
int tmp = array[0];
array[0] = array[1];
array[1] = array[2];
array[2] = tmp;
}
} else {
std::swap(array[0], array[1]);
}
} else {
if (array[2] < array[1]) {
if (array[2] < array[0]) {
int tmp = array[2];
array[2] = array[1];
array[1] = array[0];
array[0] = tmp;
} else {
std::swap(array[1], array[2]);
}
}
}
}
It looks a bit complex because the sort has more or less one branch for every possible permutation of the array, using 2~3 comparisons and at most 4 assignments to sort the three values.
Sorting 4 values
This one calls sort3 then performs an unrolled insertion sort with the last element of the array:
void sort4(int* array)
{
// Sort the first 3 elements
sort3(array);
// Insert the 4th element with insertion sort
if (array[3] < array[2]) {
std::swap(array[2], array[3]);
if (array[2] < array[1]) {
std::swap(array[1], array[2]);
if (array[1] < array[0]) {
std::swap(array[0], array[1]);
}
}
}
}
This algorithm performs 3 to 6 comparisons and at most 5 swaps. It is easy to unroll an insertion sort, but we will be using another algorithm for the last sort...
Sorting 6 values
This one uses an unrolled version of what I called a double insertion sort. The name isn't that great, but it's quite descriptive, here is how it works:
Sort everything but the first and the last elements of the array.
Swap the first and the elements of the array if the first is greater than the last.
Insert the first element into the sorted sequence from the front then the last element from the back.
After the swap, the first element is always smaller than the last, which means that, when inserting them into the sorted sequence, there won't be more than N comparisons to insert the two elements in the worst case: for example, if the first element has been insert in the 3rd position, then the last one can't be inserted lower than the 4th position.
void sort6(int* array)
{
// Sort everything but first and last elements
sort4(array+1);
// Switch first and last elements if needed
if (array[5] < array[0]) {
std::swap(array[0], array[5]);
}
// Insert first element from the front
if (array[1] < array[0]) {
std::swap(array[0], array[1]);
if (array[2] < array[1]) {
std::swap(array[1], array[2]);
if (array[3] < array[2]) {
std::swap(array[2], array[3]);
if (array[4] < array[3]) {
std::swap(array[3], array[4]);
}
}
}
}
// Insert last element from the back
if (array[5] < array[4]) {
std::swap(array[4], array[5]);
if (array[4] < array[3]) {
std::swap(array[3], array[4]);
if (array[3] < array[2]) {
std::swap(array[2], array[3]);
if (array[2] < array[1]) {
std::swap(array[1], array[2]);
}
}
}
}
}
My tests on every permutation of 6 values ever show that this algorithms always performs between 6 and 13 comparisons. I didn't compute the number of swaps performed, but I don't expect it to be higher than 11 in the worst case.
I hope that this helps, even if this question may not represent an actual problem anymore :)
EDIT: after putting it in the provided benchmark, it is cleary slower than most of the interesting alternatives. It tends to perform a bit better than the unrolled insertion sort, but that's pretty much it. Basically, it isn't the best sort for integers but could be interesting for types with an expensive comparison operation.
I found that at least on my system, the functions sort6_iterator() and sort6_iterator_local() defined below both ran at least as fast, and frequently noticeably faster, than the above current record holder:
#define MIN(x, y) (x<y?x:y)
#define MAX(x, y) (x<y?y:x)
template<class IterType>
inline void sort6_iterator(IterType it)
{
#define SWAP(x,y) { const auto a = MIN(*(it + x), *(it + y)); \
const auto b = MAX(*(it + x), *(it + y)); \
*(it + x) = a; *(it + y) = b; }
SWAP(1, 2) SWAP(4, 5)
SWAP(0, 2) SWAP(3, 5)
SWAP(0, 1) SWAP(3, 4)
SWAP(1, 4) SWAP(0, 3)
SWAP(2, 5) SWAP(1, 3)
SWAP(2, 4)
SWAP(2, 3)
#undef SWAP
}
I passed this function a std::vector's iterator in my timing code.
I suspect (from comments like this and elsewhere) that using iterators gives g++ certain assurances about what can and can't happen to the memory that the iterator refers to, which it otherwise wouldn't have and it is these assurances that allow g++ to better optimize the sorting code (e.g. with pointers, the compiler can't be sure that all pointers are pointing to different memory locations). If I remember correctly, this is also part of the reason why so many STL algorithms, such as std::sort(), generally have such obscenely good performance.
Moreover, sort6_iterator() is sometimes (again, depending on the context in which the function is called) consistently outperformed by the following sorting function, which copies the data into local variables before sorting them.1 Note that since there are only 6 local variables defined, if these local variables are primitives then they are likely never actually stored in RAM and are instead only ever stored in the CPU's registers until the end of the function call, which helps make this sorting function fast. (It also helps that the compiler knows that distinct local variables have distinct locations in memory).
template<class IterType>
inline void sort6_iterator_local(IterType it)
{
#define SWAP(x,y) { const auto a = MIN(data##x, data##y); \
const auto b = MAX(data##x, data##y); \
data##x = a; data##y = b; }
//DD = Define Data
#define DD1(a) auto data##a = *(it + a);
#define DD2(a,b) auto data##a = *(it + a), data##b = *(it + b);
//CB = Copy Back
#define CB(a) *(it + a) = data##a;
DD2(1,2) SWAP(1, 2)
DD2(4,5) SWAP(4, 5)
DD1(0) SWAP(0, 2)
DD1(3) SWAP(3, 5)
SWAP(0, 1) SWAP(3, 4)
SWAP(1, 4) SWAP(0, 3) CB(0)
SWAP(2, 5) CB(5)
SWAP(1, 3) CB(1)
SWAP(2, 4) CB(4)
SWAP(2, 3) CB(2) CB(3)
#undef CB
#undef DD2
#undef DD1
#undef SWAP
}
Note that defining SWAP() as follows sometimes results in slightly better performance although most of the time it results in slightly worse performance or a negligible difference in performance.
#define SWAP(x,y) { const auto a = MIN(data##x, data##y); \
data##y = MAX(data##x, data##y); \
data##x = a; }
If you just want a sorting algorithm that on primitive data types, gcc -O3 is consistently good at optimizing no matter what context the call to the sorting function appears in1 then, depending on how you pass the input, try one of the following two algorithms:
template<class T> inline void sort6(T it) {
#define SORT2(x,y) {if(data##x>data##y){auto a=std::move(data##y);data##y=std::move(data##x);data##x=std::move(a);}}
#define DD1(a) register auto data##a=*(it+a);
#define DD2(a,b) register auto data##a=*(it+a);register auto data##b=*(it+b);
#define CB1(a) *(it+a)=data##a;
#define CB2(a,b) *(it+a)=data##a;*(it+b)=data##b;
DD2(1,2) SORT2(1,2)
DD2(4,5) SORT2(4,5)
DD1(0) SORT2(0,2)
DD1(3) SORT2(3,5)
SORT2(0,1) SORT2(3,4) SORT2(2,5) CB1(5)
SORT2(1,4) SORT2(0,3) CB1(0)
SORT2(2,4) CB1(4)
SORT2(1,3) CB1(1)
SORT2(2,3) CB2(2,3)
#undef CB1
#undef CB2
#undef DD1
#undef DD2
#undef SORT2
}
Or if you want to pass the variables by reference then use this (the below function differs from the above in its first 5 lines):
template<class T> inline void sort6(T& e0, T& e1, T& e2, T& e3, T& e4, T& e5) {
#define SORT2(x,y) {if(data##x>data##y)std::swap(data##x,data##y);}
#define DD1(a) register auto data##a=e##a;
#define DD2(a,b) register auto data##a=e##a;register auto data##b=e##b;
#define CB1(a) e##a=data##a;
#define CB2(a,b) e##a=data##a;e##b=data##b;
DD2(1,2) SORT2(1,2)
DD2(4,5) SORT2(4,5)
DD1(0) SORT2(0,2)
DD1(3) SORT2(3,5)
SORT2(0,1) SORT2(3,4) SORT2(2,5) CB1(5)
SORT2(1,4) SORT2(0,3) CB1(0)
SORT2(2,4) CB1(4)
SORT2(1,3) CB1(1)
SORT2(2,3) CB2(2,3)
#undef CB1
#undef CB2
#undef DD1
#undef DD2
#undef SORT2
}
The reason for using the register keyword is because this is one of the few times that you know that you want these values in registers. Without register, the compiler will figure this out most of the time but sometimes it doesn't. Using the register keyword helps solve this issue. Normally, however, don't use the register keyword since it's more likely to slow your code than speed it up.
Also, note the use of templates. This is done on purpose since, even with the inline keyword, template functions are generally much more aggressively optimized by gcc than vanilla C functions (this has to do with gcc needing to deal with function pointers for vanilla C functions but not with template functions).
While timing various sorting functions I noticed that the context (i.e. surrounding code) in which the call to the sorting function was made had a significant impact on performance, which is likely due to the function being inlined and then optimized. For instance, if the program was sufficiently simple then there usually wasn't much of a difference in performance between passing the sorting function a pointer versus passing it an iterator; otherwise using iterators usually resulted in noticeably better performance and never (in my experience so far at least) any noticeably worse performance. I suspect that this may be because g++ can globally optimize sufficiently simple code.
I believe there are two parts to your question.
The first is to determine the optimal algorithm. This is done - at least in this case - by looping through every possible ordering (there aren't that many) which allows you to compute exact min, max, average and standard deviation of compares and swaps. Have a runner-up or two handy as well.
The second is to optimize the algorithm. A lot can be done to convert textbook code examples to mean and lean real-life algorithms. If you realize that an algorithm can't be optimized to the extent required, try a runner-up.
I wouldn't worry too much about emptying pipelines (assuming current x86): branch prediction has come a long way. What I would worry about is making sure that the code and data fit in one cache line each (maybe two for the code). Once there fetch latencies are refreshingly low which will compensate for any stall. It also means that your inner loop will be maybe ten instructions or so which is right where it should be (there are two different inner loops in my sorting algorithm, they are 10 instructions/22 bytes and 9/22 long respectively). Assuming the code doesn't contain any divs you can be sure it will be blindingly fast.
I know this is an old question.
But I just wrote a different kind of solution I want to share.
Using nothing but nested MIN MAX,
It's not fast as it uses 114 of each,
could reduce it to 75 pretty simply like so -> pastebin
But then it's not purely min max anymore.
What might work is doing min/max on multiple integers at once with AVX
PMINSW reference
#include <stdio.h>
static __inline__ int MIN(int a, int b){
int result =a;
__asm__ ("pminsw %1, %0" : "+x" (result) : "x" (b));
return result;
}
static __inline__ int MAX(int a, int b){
int result = a;
__asm__ ("pmaxsw %1, %0" : "+x" (result) : "x" (b));
return result;
}
static __inline__ unsigned long long rdtsc(void){
unsigned long long int x;
__asm__ volatile (".byte 0x0f, 0x31" :
"=A" (x));
return x;
}
#define MIN3(a, b, c) (MIN(MIN(a,b),c))
#define MIN4(a, b, c, d) (MIN(MIN(a,b),MIN(c,d)))
static __inline__ void sort6(int * in) {
const int A=in[0], B=in[1], C=in[2], D=in[3], E=in[4], F=in[5];
in[0] = MIN( MIN4(A,B,C,D),MIN(E,F) );
const int
AB = MAX(A, B),
AC = MAX(A, C),
AD = MAX(A, D),
AE = MAX(A, E),
AF = MAX(A, F),
BC = MAX(B, C),
BD = MAX(B, D),
BE = MAX(B, E),
BF = MAX(B, F),
CD = MAX(C, D),
CE = MAX(C, E),
CF = MAX(C, F),
DE = MAX(D, E),
DF = MAX(D, F),
EF = MAX(E, F);
in[1] = MIN4 (
MIN4( AB, AC, AD, AE ),
MIN4( AF, BC, BD, BE ),
MIN4( BF, CD, CE, CF ),
MIN3( DE, DF, EF)
);
const int
ABC = MAX(AB,C),
ABD = MAX(AB,D),
ABE = MAX(AB,E),
ABF = MAX(AB,F),
ACD = MAX(AC,D),
ACE = MAX(AC,E),
ACF = MAX(AC,F),
ADE = MAX(AD,E),
ADF = MAX(AD,F),
AEF = MAX(AE,F),
BCD = MAX(BC,D),
BCE = MAX(BC,E),
BCF = MAX(BC,F),
BDE = MAX(BD,E),
BDF = MAX(BD,F),
BEF = MAX(BE,F),
CDE = MAX(CD,E),
CDF = MAX(CD,F),
CEF = MAX(CE,F),
DEF = MAX(DE,F);
in[2] = MIN( MIN4 (
MIN4( ABC, ABD, ABE, ABF ),
MIN4( ACD, ACE, ACF, ADE ),
MIN4( ADF, AEF, BCD, BCE ),
MIN4( BCF, BDE, BDF, BEF )),
MIN4( CDE, CDF, CEF, DEF )
);
const int
ABCD = MAX(ABC,D),
ABCE = MAX(ABC,E),
ABCF = MAX(ABC,F),
ABDE = MAX(ABD,E),
ABDF = MAX(ABD,F),
ABEF = MAX(ABE,F),
ACDE = MAX(ACD,E),
ACDF = MAX(ACD,F),
ACEF = MAX(ACE,F),
ADEF = MAX(ADE,F),
BCDE = MAX(BCD,E),
BCDF = MAX(BCD,F),
BCEF = MAX(BCE,F),
BDEF = MAX(BDE,F),
CDEF = MAX(CDE,F);
in[3] = MIN4 (
MIN4( ABCD, ABCE, ABCF, ABDE ),
MIN4( ABDF, ABEF, ACDE, ACDF ),
MIN4( ACEF, ADEF, BCDE, BCDF ),
MIN3( BCEF, BDEF, CDEF )
);
const int
ABCDE= MAX(ABCD,E),
ABCDF= MAX(ABCD,F),
ABCEF= MAX(ABCE,F),
ABDEF= MAX(ABDE,F),
ACDEF= MAX(ACDE,F),
BCDEF= MAX(BCDE,F);
in[4]= MIN (
MIN4( ABCDE, ABCDF, ABCEF, ABDEF ),
MIN ( ACDEF, BCDEF )
);
in[5] = MAX(ABCDE,F);
}
int main(int argc, char ** argv) {
int d[6][6] = {
{1, 2, 3, 4, 5, 6},
{6, 5, 4, 3, 2, 1},
{100, 2, 300, 4, 500, 6},
{100, 2, 3, 4, 500, 6},
{1, 200, 3, 4, 5, 600},
{1, 1, 2, 1, 2, 1}
};
unsigned long long cycles = rdtsc();
for (int i = 0; i < 6; i++) {
sort6(d[i]);
}
cycles = rdtsc() - cycles;
printf("Time is %d\n", (unsigned)cycles);
for (int i = 0; i < 6; i++) {
printf("d%d : %d %d %d %d %d %d\n", i,
d[i][0], d[i][1], d[i][2],
d[i][3], d[i][4], d[i][5]);
}
}
EDIT:
Rank order solution inspired by Rex Kerr's,
Much faster than the mess above
static void sort6(int *o) {
const int
A=o[0],B=o[1],C=o[2],D=o[3],E=o[4],F=o[5];
const unsigned char
AB = A>B, AC = A>C, AD = A>D, AE = A>E,
BC = B>C, BD = B>D, BE = B>E,
CD = C>D, CE = C>E,
DE = D>E,
a = AB + AC + AD + AE + (A>F),
b = 1 - AB + BC + BD + BE + (B>F),
c = 2 - AC - BC + CD + CE + (C>F),
d = 3 - AD - BD - CD + DE + (D>F),
e = 4 - AE - BE - CE - DE + (E>F);
o[a]=A; o[b]=B; o[c]=C; o[d]=D; o[e]=E;
o[15-a-b-c-d-e]=F;
}
I thought I'd try an unrolled Ford-Johnson merge-insertion sort, which achieves the minimum possible number of comparisons (ceil(log2(6!)) = 10) and no swaps.
It doesn't compete, though (I got a slightly better timing than the worst sorting networks solution sort6_sorting_network_v1).
It loads the values into six registers, then performs 8 to 10 comparisons
to decide which of the 720=6!
cases it's in, then writes the registers back in the appropriate one
of those 720 orders (separate code for each case).
There are no swaps or reordering of anything until the final write-back. I haven't looked at the generated assembly code.
static inline void sort6_ford_johnson_unrolled(int *D) {
register int a = D[0], b = D[1], c = D[2], d = D[3], e = D[4], f = D[5];
#define abcdef(a,b,c,d,e,f) (D[0]=a, D[1]=b, D[2]=c, D[3]=d, D[4]=e, D[5]=f)
#define abdef_cd(a,b,c,d,e,f) (c<a ? abcdef(c,a,b,d,e,f) \
: c<b ? abcdef(a,c,b,d,e,f) \
: abcdef(a,b,c,d,e,f))
#define abedf_cd(a,b,c,d,e,f) (c<b ? c<a ? abcdef(c,a,b,e,d,f) \
: abcdef(a,c,b,e,d,f) \
: c<e ? abcdef(a,b,c,e,d,f) \
: abcdef(a,b,e,c,d,f))
#define abdf_cd_ef(a,b,c,d,e,f) (e<b ? e<a ? abedf_cd(e,a,c,d,b,f) \
: abedf_cd(a,e,c,d,b,f) \
: e<d ? abedf_cd(a,b,c,d,e,f) \
: abdef_cd(a,b,c,d,e,f))
#define abd_cd_ef(a,b,c,d,e,f) (d<f ? abdf_cd_ef(a,b,c,d,e,f) \
: b<f ? abdf_cd_ef(a,b,e,f,c,d) \
: abdf_cd_ef(e,f,a,b,c,d))
#define ab_cd_ef(a,b,c,d,e,f) (b<d ? abd_cd_ef(a,b,c,d,e,f) \
: abd_cd_ef(c,d,a,b,e,f))
#define ab_cd(a,b,c,d,e,f) (e<f ? ab_cd_ef(a,b,c,d,e,f) \
: ab_cd_ef(a,b,c,d,f,e))
#define ab(a,b,c,d,e,f) (c<d ? ab_cd(a,b,c,d,e,f) \
: ab_cd(a,b,d,c,e,f))
a<b ? ab(a,b,c,d,e,f)
: ab(b,a,c,d,e,f);
#undef ab
#undef ab_cd
#undef ab_cd_ef
#undef abd_cd_ef
#undef abdf_cd_ef
#undef abedf_cd
#undef abdef_cd
#undef abcdef
}
TEST(ford_johnson_unrolled, "Unrolled Ford-Johnson Merge-Insertion sort");
Try 'merging sorted list' sort. :) Use two array. Fastest for small and big array.
If you concating, you only check where insert. Other bigger values you not need compare (cmp = a-b>0).
For 4 numbers, you can use system 4-5 cmp (~4.6) or 3-6 cmp (~4.9). Bubble sort use 6 cmp (6). Lots of cmp for big numbers slower code.
This code use 5 cmp (not MSL sort):
if (cmp(arr[n][i+0],arr[n][i+1])>0) {swap(n,i+0,i+1);}
if (cmp(arr[n][i+2],arr[n][i+3])>0) {swap(n,i+2,i+3);}
if (cmp(arr[n][i+0],arr[n][i+2])>0) {swap(n,i+0,i+2);}
if (cmp(arr[n][i+1],arr[n][i+3])>0) {swap(n,i+1,i+3);}
if (cmp(arr[n][i+1],arr[n][i+2])>0) {swap(n,i+1,i+2);}
Principial MSL
9 8 7 6 5 4 3 2 1 0
89 67 45 23 01 ... concat two sorted lists, list length = 1
6789 2345 01 ... concat two sorted lists, list length = 2
23456789 01 ... concat two sorted lists, list length = 4
0123456789 ... concat two sorted lists, list length = 8
js code
function sortListMerge_2a(cmp)
{
var step, stepmax, tmp, a,b,c, i,j,k, m,n, cycles;
var start = 0;
var end = arr_count;
//var str = '';
cycles = 0;
if (end>3)
{
stepmax = ((end - start + 1) >> 1) << 1;
m = 1;
n = 2;
for (step=1;step<stepmax;step<<=1) //bounds 1-1, 2-2, 4-4, 8-8...
{
a = start;
while (a<end)
{
b = a + step;
c = a + step + step;
b = b<end ? b : end;
c = c<end ? c : end;
i = a;
j = b;
k = i;
while (i<b && j<c)
{
if (cmp(arr[m][i],arr[m][j])>0)
{arr[n][k] = arr[m][j]; j++; k++;}
else {arr[n][k] = arr[m][i]; i++; k++;}
}
while (i<b)
{arr[n][k] = arr[m][i]; i++; k++;
}
while (j<c)
{arr[n][k] = arr[m][j]; j++; k++;
}
a = c;
}
tmp = m; m = n; n = tmp;
}
return m;
}
else
{
// sort 3 items
sort10(cmp);
return m;
}
}
Maybe I am late to the party, but at least my contribution is a new approach.
The code really should be inlined
even if inlined, there are too many branches
the analysing part is basically O(N(N-1)) which seems OK for N=6
the code could be more effective if the cost of swap would be higher (irt the cost of compare)
I trust on static functions being inlined.
The method is related to rank-sort
instead of ranks, the relative ranks (offsets) are used.
the sum of the ranks is zero for every cycle in any permutation group.
instead of SWAP()ing two elements, the cycles are chased, needing only one temp, and one (register->register) swap (new <- old).
Update: changed the code a bit, some people use C++ compilers to compile C code ...
#include <stdio.h>
#if WANT_CHAR
typedef signed char Dif;
#else
typedef signed int Dif;
#endif
static int walksort (int *arr, int cnt);
static void countdifs (int *arr, Dif *dif, int cnt);
static void calcranks(int *arr, Dif *dif);
int wsort6(int *arr);
void do_print_a(char *msg, int *arr, unsigned cnt)
{
fprintf(stderr,"%s:", msg);
for (; cnt--; arr++) {
fprintf(stderr, " %3d", *arr);
}
fprintf(stderr,"\n");
}
void do_print_d(char *msg, Dif *arr, unsigned cnt)
{
fprintf(stderr,"%s:", msg);
for (; cnt--; arr++) {
fprintf(stderr, " %3d", (int) *arr);
}
fprintf(stderr,"\n");
}
static void inline countdifs (int *arr, Dif *dif, int cnt)
{
int top, bot;
for (top = 0; top < cnt; top++ ) {
for (bot = 0; bot < top; bot++ ) {
if (arr[top] < arr[bot]) { dif[top]--; dif[bot]++; }
}
}
return ;
}
/* Copied from RexKerr ... */
static void inline calcranks(int *arr, Dif *dif){
dif[0] = (arr[0]>arr[1])+(arr[0]>arr[2])+(arr[0]>arr[3])+(arr[0]>arr[4])+(arr[0]>arr[5]);
dif[1] = -1+ (arr[1]>=arr[0])+(arr[1]>arr[2])+(arr[1]>arr[3])+(arr[1]>arr[4])+(arr[1]>arr[5]);
dif[2] = -2+ (arr[2]>=arr[0])+(arr[2]>=arr[1])+(arr[2]>arr[3])+(arr[2]>arr[4])+(arr[2]>arr[5]);
dif[3] = -3+ (arr[3]>=arr[0])+(arr[3]>=arr[1])+(arr[3]>=arr[2])+(arr[3]>arr[4])+(arr[3]>arr[5]);
dif[4] = -4+ (arr[4]>=arr[0])+(arr[4]>=arr[1])+(arr[4]>=arr[2])+(arr[4]>=arr[3])+(arr[4]>arr[5]);
dif[5] = -(dif[0]+dif[1]+dif[2]+dif[3]+dif[4]);
}
static int walksort (int *arr, int cnt)
{
int idx, src,dst, nswap;
Dif difs[cnt];
#if WANT_REXK
calcranks(arr, difs);
#else
for (idx=0; idx < cnt; idx++) difs[idx] =0;
countdifs(arr, difs, cnt);
#endif
calcranks(arr, difs);
#define DUMP_IT 0
#if DUMP_IT
do_print_d("ISteps ", difs, cnt);
#endif
nswap = 0;
for (idx=0; idx < cnt; idx++) {
int newval;
int step,cyc;
if ( !difs[idx] ) continue;
newval = arr[idx];
cyc = 0;
src = idx;
do {
int oldval;
step = difs[src];
difs[src] =0;
dst = src + step;
cyc += step ;
if(dst == idx+1)idx=dst;
oldval = arr[dst];
#if (DUMP_IT&1)
fprintf(stderr, "[Nswap=%d] Cyc=%d Step=%2d Idx=%d Old=%2d New=%2d #### Src=%d Dst=%d[%2d]->%2d <-- %d\n##\n"
, nswap, cyc, step, idx, oldval, newval
, src, dst, difs[dst], arr[dst]
, newval );
do_print_a("Array ", arr, cnt);
do_print_d("Steps ", difs, cnt);
#endif
arr[dst] = newval;
newval = oldval;
nswap++;
src = dst;
} while( cyc);
}
return nswap;
}
/*************/
int wsort6(int *arr)
{
return walksort(arr, 6);
}
//Bruteforce compute unrolled count dumbsort(min to 0-index)
void bcudc_sort6(int* a)
{
int t[6] = {0};
int r1,r2;
r1=0;
r1 += (a[0] > a[1]);
r1 += (a[0] > a[2]);
r1 += (a[0] > a[3]);
r1 += (a[0] > a[4]);
r1 += (a[0] > a[5]);
while(t[r1]){r1++;}
t[r1] = a[0];
r2=0;
r2 += (a[1] > a[0]);
r2 += (a[1] > a[2]);
r2 += (a[1] > a[3]);
r2 += (a[1] > a[4]);
r2 += (a[1] > a[5]);
while(t[r2]){r2++;}
t[r2] = a[1];
r1=0;
r1 += (a[2] > a[0]);
r1 += (a[2] > a[1]);
r1 += (a[2] > a[3]);
r1 += (a[2] > a[4]);
r1 += (a[2] > a[5]);
while(t[r1]){r1++;}
t[r1] = a[2];
r2=0;
r2 += (a[3] > a[0]);
r2 += (a[3] > a[1]);
r2 += (a[3] > a[2]);
r2 += (a[3] > a[4]);
r2 += (a[3] > a[5]);
while(t[r2]){r2++;}
t[r2] = a[3];
r1=0;
r1 += (a[4] > a[0]);
r1 += (a[4] > a[1]);
r1 += (a[4] > a[2]);
r1 += (a[4] > a[3]);
r1 += (a[4] > a[5]);
while(t[r1]){r1++;}
t[r1] = a[4];
r2=0;
r2 += (a[5] > a[0]);
r2 += (a[5] > a[1]);
r2 += (a[5] > a[2]);
r2 += (a[5] > a[3]);
r2 += (a[5] > a[4]);
while(t[r2]){r2++;}
t[r2] = a[5];
a[0]=t[0];
a[1]=t[1];
a[2]=t[2];
a[3]=t[3];
a[4]=t[4];
a[5]=t[5];
}
static __inline__ void sort6(int* a)
{
#define wire(x,y); t = a[x] ^ a[y] ^ ( (a[x] ^ a[y]) & -(a[x] < a[y]) ); a[x] = a[x] ^ t; a[y] = a[y] ^ t;
register int t;
wire( 0, 1); wire( 2, 3); wire( 4, 5);
wire( 3, 5); wire( 0, 2); wire( 1, 4);
wire( 4, 5); wire( 2, 3); wire( 0, 1);
wire( 3, 4); wire( 1, 2);
wire( 2, 3);
#undef wire
}
Well, if it's only 6 elements and you can leverage parallelism, want to minimize conditional branching, etc. Why you don't generate all the combinations and test for order? I would venture that in some architectures, it can be pretty fast (as long as you have the memory preallocated)
Sort 4 items with usage cmp==0.
Numbers of cmp is ~4.34 (FF native have ~4.52), but take 3x time than merging lists. But better less cmp operations, if you have big numbers or big text.
Edit: repaired bug
Online test http://mlich.zam.slu.cz/js-sort/x-sort-x2.htm
function sort4DG(cmp,start,end,n) // sort 4
{
var n = typeof(n) !=='undefined' ? n : 1;
var cmp = typeof(cmp) !=='undefined' ? cmp : sortCompare2;
var start = typeof(start)!=='undefined' ? start : 0;
var end = typeof(end) !=='undefined' ? end : arr[n].length;
var count = end - start;
var pos = -1;
var i = start;
var cc = [];
// stabilni?
cc[01] = cmp(arr[n][i+0],arr[n][i+1]);
cc[23] = cmp(arr[n][i+2],arr[n][i+3]);
if (cc[01]>0) {swap(n,i+0,i+1);}
if (cc[23]>0) {swap(n,i+2,i+3);}
cc[12] = cmp(arr[n][i+1],arr[n][i+2]);
if (!(cc[12]>0)) {return n;}
cc[02] = cc[01]==0 ? cc[12] : cmp(arr[n][i+0],arr[n][i+2]);
if (cc[02]>0)
{
swap(n,i+1,i+2); swap(n,i+0,i+1); // bubble last to top
cc[13] = cc[23]==0 ? cc[12] : cmp(arr[n][i+1],arr[n][i+3]);
if (cc[13]>0)
{
swap(n,i+2,i+3); swap(n,i+1,i+2); // bubble
return n;
}
else {
cc[23] = cc[23]==0 ? cc[12] : (cc[01]==0 ? cc[30] : cmp(arr[n][i+2],arr[n][i+3])); // new cc23 | c03 //repaired
if (cc[23]>0)
{
swap(n,i+2,i+3);
return n;
}
return n;
}
}
else {
if (cc[12]>0)
{
swap(n,i+1,i+2);
cc[23] = cc[23]==0 ? cc[12] : cmp(arr[n][i+2],arr[n][i+3]); // new cc23
if (cc[23]>0)
{
swap(n,i+2,i+3);
return n;
}
return n;
}
else {
return n;
}
}
return n;
}
Related
I need to accurately calculate where a and b
are both integers. If I simply use typical change of base formula with floating point math functions I wind up with errors due to rounding error.
You can use this identity:
b^logb(a) = a
So binary search x = logb(a) so the result of b^x is biggest integer which is still less than a and afterwards just increment the final result.
Here small C++ example for 32 bits:
//---------------------------------------------------------------------------
DWORD u32_pow(DWORD a,DWORD b) // = a^b
{
int i,bits=32;
DWORD d=1;
for (i=0;i<bits;i++)
{
d*=d;
if (DWORD(b&0x80000000)) d*=a;
b<<=1;
}
return d;
}
//---------------------------------------------------------------------------
DWORD u32_log2(DWORD a) // = ceil(log2(a))
{
DWORD x;
for (x=32;((a&0x80000000)==0)&&(x>1);x--,a<<=1);
return x;
}
//---------------------------------------------------------------------------
DWORD u32_log(DWORD b,DWORD a) // = ceil(logb(a))
{
DWORD x,m,bx;
// edge cases
if (b< 2) return 0;
if (a< 2) return 0;
if (a<=b) return 1;
m=1<<(u32_log2(a)-1); // max limit for b=2, all other bases lead to smaller exponents anyway
for (x=0;m;m>>=1)
{
x|=m;
bx=u32_pow(b,x);
if (bx>=a) x^=m;
}
return x+1;
}
//---------------------------------------------------------------------------
Where DWORD is any unsigned 32bit int type... for more info about pow,log,exp and bin search see:
Power by squaring for negative exponents
Note that u32_log2 is not really needed (unless you want bigints) you can use constant bitwidth instead, also some CPUs like x86 has single asm instruction returning the same much faster than for loop...
Now the next step is exploit the fact that the u32_pow bin search is the same as the u32_log bin search so we can merge the two functions and get rid of one nested for loop completely improving complexity considerably like this:
//---------------------------------------------------------------------------
DWORD u32_pow(DWORD a,DWORD b) // = a^b
{
int i,bits=32;
DWORD d=1;
for (i=0;i<bits;i++)
{
d*=d;
if (DWORD(b&0x80000000)) d*=a;
b<<=1;
}
return d;
}
//---------------------------------------------------------------------------
DWORD u32_log2(DWORD a) // = ceil(log2(a))
{
DWORD x;
for (x=32;((a&0x80000000)==0)&&(x>1);x--,a<<=1);
return x;
}
//---------------------------------------------------------------------------
DWORD u32_log(DWORD b,DWORD a) // = ceil(logb(a))
{
const int _bits=32; // DWORD bitwidth
DWORD bb[_bits]; // squares of b LUT for speed up b^x
DWORD x,m,bx,bx0,bit,bits;
// edge cases
if (b< 2) return 0;
if (a< 2) return 0;
if (a<=b) return 1;
// max limit for x where b=2, all other bases lead to smaller x
bits=u32_log2(a);
// compute bb LUT
bb[0]=b;
for (bit=1;bit< bits;bit++) bb[bit]=bb[bit-1]*bb[bit-1];
for ( ;bit<_bits;bit++) bb[bit]=1;
// bin search x and b^x at the same time
for (bx=1,x=0,bit=bits-1,m=1<<bit;m;m>>=1,bit--)
{
x|=m; bx0=bx; bx*=bb[bit];
if (bx>=a){ x^=m; bx=bx0; }
}
return x+1;
}
//---------------------------------------------------------------------------
The only drawback is that we need LUT for squares of b so: b,b^2,b^4,b^8... up to bits number of squares
Beware squaring will double the number of bits so you should also handle overflow if b or a are too big ...
[Edit2] more optimization
As benchmark on normal ints (on bigints the bin search is much much faster) revealed bin search version is the same speed as naive version (because of many subsequent operations except multiplications):
DWORD u32_log_naive(DWORD b,DWORD a) // = ceil(logb(a))
{
int x,bx;
if (b< 2) return 0;
if (a< 2) return 0;
if (a<=b) return 1;
for (x=2,bx=b;bx*=b;x++)
if (bx>=a) break;
return x;
}
We can optimize more:
we can comment out computation of unused squares:
//for ( ;bit<_bits;bit++) bb[bit]=1;
with this bin search become faster also on ints but not by much
we can use faster log2 instead of naive one
see: Fastest implementation of log2(int) and log2(float)
putting all together (x86 CPUs):
DWORD u32_log(DWORD b,DWORD a) // = ceil(logb(a))
{
const int _bits=32; // DWORD bitwidth
DWORD bb[_bits]; // squares of b LUT for speed up b^x
DWORD x,m,bx,bx0,bit,bits;
// edge cases
if (b< 2) return 0;
if (a< 2) return 0;
if (a<=b) return 1;
// max limit for x where b=2, all other bases lead to smaller x
asm {
bsr eax,a; // bits=u32_log2(a);
mov bits,eax;
}
// compute bb LUT
bb[0]=b;
for (bit=1;bit< bits;bit++) bb[bit]=bb[bit-1]*bb[bit-1];
// for ( ;bit<_bits;bit++) bb[bit]=1;
// bin search x and b^x at the same time
for (bx=1,x=0,bit=bits-1,m=1<<bit;m;m>>=1,bit--)
{
x|=m; bx0=bx; bx*=bb[bit];
if (bx>=a){ x^=m; bx=bx0; }
}
return x+1;
}
however the speed up is just slight for example naive 137 ms bin search 133 ms ... note that faster log2 did almost no change but that is because how my compiler is handling inline asm (not sure why BDS2006 and BCC32 is very slow on switching between asm and C++ but its true that is why in older C++ builders inline asm functions where not a good choice for speed optimizations unless a major speedup was expected) ...
I've always had the same question in mind about instruction level parallelism and loops:
How does a cpu parallelize loops? Do they execute multiple successive iterations at once? Do they execute subsequent instructions independent on the loop or both?
Consider the following function for reversing an array as an example:
// pretend that uint64_t is strict-aliasing safe,
// like it was defined with GNU C __attribute__((may_alias, aligned(4)))
void reverse_SSE2(uint32_t* arr, size_t length)
{
__m128i* startPtr = (__m128i*)arr;
__m128i* endPtr = (__m128i*)(arr + (length - sizeof(__m128i) / sizeof(uint32_t)));
while (startPtr < (__m128i*)((uint32_t*)endPtr - (sizeof(__m128i) / sizeof(uint32_t) - 1)))
{
__m128i lo = _mm_loadu_si128(startPtr);
__m128i hi = _mm_loadu_si128(endPtr);
__m128i reverseLo = _mm_shuffle_epi32(lo, _MM_SHUFFLE(0, 1, 2, 3));
__m128i reverseHi = _mm_shuffle_epi32(hi, _MM_SHUFFLE(0, 1, 2, 3));
_mm_storeu_si128(startPtr++, reverseHi);
_mm_storeu_si128(endPtr--, reverseLo);
}
uint64_t* startPtr64 = (uint64_t*)startPtr;
uint64_t* endPtr64 = (uint64_t*)endPtr + 1;
if (startPtr64 < (uint64_t*)((uint32_t*)endPtr64 - (sizeof(uint64_t) / sizeof(uint32_t) - 1)))
{
uint64_t lo = *startPtr64;
uint64_t hi = *endPtr64;
lo = math.rol(lo, 32);
hi = math.ror(hi, 32);
*startPtr64++ = hi;
*endPtr64 = lo;
uint32_t* startPtr32 = (uint32_t*)startPtr64;
uint32_t* endPtr32 = (uint32_t*)math.max((uint64_t)((uint32_t*)endPtr64 - 1), (uint64_t)startPtr32);
uint32_t lo32 = *startPtr32;
uint32_t hi32 = *endPtr32;
*startPtr32 = hi32;
*endPtr32 = lo32;
}
else
{
uint32_t* startPtr32 = (uint32_t*)startPtr64;
uint32_t* endPtr32 = (uint32_t*)endPtr64 + 1;
while (endPtr32 > startPtr32)
{
uint32_t lo = *startPtr32;
uint32_t hi = *endPtr32;
*startPtr32++ = hi;
*endPtr32-- = lo;
}
}
}
This code could be rewritten for maximum performance in a few ways, depending on the answers to my questions (and yes, in this specific example it would be irrelevant but this is just an example; we could continue with vectors that (may) do overlapping stores, as long as they load data that hasn't already been reversed).
The while loop could be unrolled, since The throughput of the instructions used is higher than what one iteration issues. If the hardware "unrolls" the loop, that would not be necessary.
All of the code following the while loop could be rewritten to not depend on the startPtr and endPtr values and thus the while loop, by calculating the number of remainders and pointers from it. If the CPU cannot execute other instructions while looping, that would introduce additional overhead. If it can, the function would end with the while loop simultaneously.
If the code following the while loop does not execute in parallel to it, that code might better be moved to the top of the function, so that one loop iteration can start executing in parallel to that code, since the initial check is cheap to calculate. The potential of introducing another cache miss does not matter in this case.
As an additional question (since the code following the loop has a branch and another loop): How are flags registers handled in superscalar CPUs? Are there multiple physical ones?
I have this simple binary correlation method, It beats table lookup and Hakmem bit twiddling methods by x3-4 and %25 better than GCC's __builtin_popcount (which I think maps to a popcnt instruction when SSE4 is enabled.)
Here is the much simplified code:
int correlation(uint64_t *v1, uint64_t *v2, int size64) {
__m128i* a = reinterpret_cast<__m128i*>(v1);
__m128i* b = reinterpret_cast<__m128i*>(v2);
int count = 0;
for (int j = 0; j < size64 / 2; ++j, ++a, ++b) {
union { __m128i s; uint64_t b[2]} x;
x.s = _mm_xor_si128(*a, *b);
count += _mm_popcnt_u64(x.b[0]) +_mm_popcnt_u64(x.b[1]);
}
return count;
}
I tried unrolling the loop, but I think GCC already automatically does this, so I ended up with same performance. Do you think performance further improved without making the code too complicated? Assume v1 and v2 are of the same size and size is even.
I am happy with its current performance but I was just curious to see if it could be further improved.
Thanks.
Edit: Fixed an error in union and it turned out this error was making this version faster than builtin __builtin_popcount , anyway I modified the code again, it is again slightly faster than builtin now (15%) but I don't think it is worth investing worth time on this. Thanks for all comments and suggestions.
for (int j = 0; j < size64 / 4; ++j, a+=2, b+=2) {
__m128i x0 = _mm_xor_si128(_mm_load_si128(a), _mm_load_si128(b));
count += _mm_popcnt_u64(_mm_extract_epi64(x0, 0))
+_mm_popcnt_u64(_mm_extract_epi64(x0, 1));
__m128i x1 = _mm_xor_si128(_mm_load_si128(a + 1), _mm_load_si128(b + 1));
count += _mm_popcnt_u64(_mm_extract_epi64(x1, 0))
+_mm_popcnt_u64(_mm_extract_epi64(x1, 1));
}
Second Edit: turned out that builtin is the fastest, sigh. especially with -funroll-loops and
-fprefetch-loop-arrays args. Something like this:
for (int j = 0; j < size64; ++j) {
count += __builtin_popcountll(a[j] ^ b[j]);
}
Third Edit:
This is an interesting SSE3 parallel 4 bit lookup algorithm. Idea is from Wojciech Muła, implementation is from Marat Dukhan's answer. Thanks to #Apriori for reminding me this algorithm. Below is the heart of the algorithm, it is very clever, basically counts bits for bytes using a SSE register as a 16 way lookup table and lower nibbles as index of which table cells are selected. Then sums the counts.
static inline __m128i hamming128(__m128i a, __m128i b) {
static const __m128i popcount_mask = _mm_set1_epi8(0x0F);
static const __m128i popcount_table = _mm_setr_epi8(0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4);
const __m128i x = _mm_xor_si128(a, b);
const __m128i pcnt0 = _mm_shuffle_epi8(popcount_table, _mm_and_si128(x, popcount_mask));
const __m128i pcnt1 = _mm_shuffle_epi8(popcount_table, _mm_and_si128(_mm_srli_epi16(x, 4), popcount_mask));
return _mm_add_epi8(pcnt0, pcnt1);
}
On my tests this version is on par; slightly faster on smaller input, slightly slower on larger ones than using hw popcount. I think this should really shine if it is implemented in AVX. But I don't have time for this, if anyone is up to it would love to hear their results.
The problem is that popcnt (which is what __builtin_popcnt compiles to on intel CPU's) operates on the integer registers. This causes the compiler to issue instructions to move data between the SSE and integer registers. I'm not surprised that the non-sse version is faster since the ability to move data between the vector and integer registers is quite limited/slow.
uint64_t count_set_bits(const uint64_t *a, const uint64_t *b, size_t count)
{
uint64_t sum = 0;
for(size_t i = 0; i < count; i++) {
sum += popcnt(a[i] ^ b[i]);
}
return sum;
}
This runs at approx. 2.36 clocks per loop on small data sets (fits in cache). I think it run's slow because of the 'long' dependency chain on sum which restricts the CPU's ability to handle more things out of order. We can improve it by manually pipelining the loop:
uint64_t count_set_bits_2(const uint64_t *a, const uint64_t *b, size_t count)
{
uint64_t sum = 0, sum2 = 0;
for(size_t i = 0; i < count; i+=2) {
sum += popcnt(a[i ] ^ b[i ]);
sum2 += popcnt(a[i+1] ^ b[i+1]);
}
return sum + sum2;
}
This runs at 1.75 clocks per item. My CPU is an Sandy Bridge model (i7-2820QM fixed # 2.4Ghz).
How about four-way pipelining? That's 1.65 clocks per item. What about 8-way? 1.57 clocks per item. We can derive that the runtime per item is (1.5n + 0.5) / n where n is the amount of pipelines in our loop. I should note that for some reason 8-way pipelining performs worse than the others when the dataset grows, i have no idea why. The generated code looks okay.
Now if you look carefully there is one xor, one add, one popcnt, and one mov instruction per item. There is also one lea instruction per loop (and one branch and decrement, which i'm ignoring because they're pretty much free).
$LL3#count_set_:
; Line 50
mov rcx, QWORD PTR [r10+rax-8]
lea rax, QWORD PTR [rax+32]
xor rcx, QWORD PTR [rax-40]
popcnt rcx, rcx
add r9, rcx
; Line 51
mov rcx, QWORD PTR [r10+rax-32]
xor rcx, QWORD PTR [rax-32]
popcnt rcx, rcx
add r11, rcx
; Line 52
mov rcx, QWORD PTR [r10+rax-24]
xor rcx, QWORD PTR [rax-24]
popcnt rcx, rcx
add rbx, rcx
; Line 53
mov rcx, QWORD PTR [r10+rax-16]
xor rcx, QWORD PTR [rax-16]
popcnt rcx, rcx
add rdi, rcx
dec rdx
jne SHORT $LL3#count_set_
You can check with Agner Fog's optimization manual that an lea is half a clock cycle in throughout and the mov/xor/popcnt/add combo is apparently 1.5 clock cycles, although i don't fully understand why exactly.
Unfortunately, I think we're stuck here. The PEXTRQ instruction is what's usually used to move data from the vector registers to the integer registers and we can fit this instruction and one popcnt instruction neatly in one clock cycle. Add one integer add instruction and our pipeline is at minimum 1.33 cycles long and we still need to add an vector load and xor in there somewhere... If intel offered instructions to move multiple registers between the vector and integer registers at once it would be a different story.
I don't have an AVX2 cpu at hand (xor on 256-bit vector registers is an AVX2 feature), but my vectorized-load implementation performs quite poorly with low data sizes and reached an minimum of 1.97 clock cycles per item.
For reference these are my benchmarks:
"pipe 2", "pipe 4" and "pipe 8" are 2, 4 and 8-way pipelined versions of the code shown above. The poor showing of "sse load" appears to be a manifestation of the lzcnt/tzcnt/popcnt false dependency bug which gcc avoided by using the same register for input and output. "sse load 2" follows below:
uint64_t count_set_bits_4sse_load(const uint64_t *a, const uint64_t *b, size_t count)
{
uint64_t sum1 = 0, sum2 = 0;
for(size_t i = 0; i < count; i+=4) {
__m128i tmp = _mm_xor_si128(
_mm_load_si128(reinterpret_cast<const __m128i*>(a + i)),
_mm_load_si128(reinterpret_cast<const __m128i*>(b + i)));
sum1 += popcnt(_mm_extract_epi64(tmp, 0));
sum2 += popcnt(_mm_extract_epi64(tmp, 1));
tmp = _mm_xor_si128(
_mm_load_si128(reinterpret_cast<const __m128i*>(a + i+2)),
_mm_load_si128(reinterpret_cast<const __m128i*>(b + i+2)));
sum1 += popcnt(_mm_extract_epi64(tmp, 0));
sum2 += popcnt(_mm_extract_epi64(tmp, 1));
}
return sum1 + sum2;
}
Have a look here. There is an SSSE3 version that beats the popcnt instruction by a lot. I'm not sure but you may be able to extend it to AVX as well.
So I have been having a look at some of the magic that is O3 in GCC (well actually I'm compiling using Clang but it's the same with GCC and I'm guessing a large part of the optimiser was pulled over from GCC to Clang).
Consider this C program:
int foo(int n) {
if (n == 0) return 1;
return n * foo(n-1);
}
int main() {
return foo(10);
}
The first thing I was pretty WOW-ed at (which was also WOW-ed at in this question - https://stackoverflow.com/a/414774/1068248) was how int foo(int) (a basic factorial function) compiles into a tight loop. This is the ARM assembly for it:
.globl _foo
.align 2
.code 16
.thumb_func _foo
_foo:
mov r1, r0
movs r0, #1
cbz r1, LBB0_2
LBB0_1:
muls r0, r1, r0
subs r1, #1
bne LBB0_1
LBB0_2:
bx lr
Blimey I thought. That's pretty interesting! Completely tight looping to do the factorial. WOW. It's not a tail call optimisation since, well, it's not a tail call. But it appears to have done a much similar optimisation.
Now look at main:
.globl _main
.align 2
.code 16
.thumb_func _main
_main:
movw r0, #24320
movt r0, #55
bx lr
That just blew my mind to be honest. It's just totally bypassing foo and returning 3628800 which is 10!.
This makes me really realise how your compiler can often do a much better job than you can at optimising your code. But it raises the question, how does it manage to do such a good job? So, can anyone explain (possibly by linking to relevant code) how the following optimisations work:
The initial foo optimisation to be a tight loop.
The optimisation where main just goes and returns the result directly rather than actually executing foo.
Also another interesting side effect of this question would be to show some more interesting optimisations which GCC/Clang can do.
If you compile with gcc -O3 -fdump-tree-all, you can see that the first dump in which the recursion has been turned into a loop is foo.c.035t.tailr1. This means the same optimisation that handles other tail calls also handles this slightly extended case. Recursion in the form of n * foo(...) or n + foo(...) is not that hard to handle manually (see below), and since it's possible to describe exactly how, the compiler can perform that optimisation automatically.
The optimisation of main is much simpler: inlining can turn this into 10 * 9 * 8 * 7 * 6 * 5 * 4 * 3 * 2 * 1 * 1, and if all the operands of a multiplication are constants, then the multiplication can be performed at compile time.
Update: Here's how you can manually remove the recursion from foo, which can be done automatically. I'm not saying this is the method used by GCC, but it's one realistic possibility.
First, create a helper function. It behaves exactly as foo(n), except that its results are multiplied by an extra parameter f.
int foo(int n)
{
return foo_helper(n, 1);
}
int foo_helper(int n, int f)
{
if (n == 0) return f * 1;
return f * n * foo(n-1);
}
Then, turn recursive calls of foo into recursive calls of foo_helper, and rely on the factor parameter to get rid of the multiplication.
int foo(int n)
{
return foo_helper(n, 1);
}
int foo_helper(int n, int f)
{
if (n == 0) return f;
return foo_helper(n-1, f * n);
}
Turn this into a loop:
int foo(int n)
{
return foo_helper(n, 1);
}
int foo_helper(int n, int f)
{
restart:
if (n == 0) return f;
{
int newn = n-1;
int newf = f * n;
n = newn;
f = newf;
goto restart;
}
}
Finally, inline foo_helper:
int foo(int n)
{
int f = 1;
restart:
if (n == 0) return f;
{
int newn = n-1;
int newf = f * n;
n = newn;
f = newf;
goto restart;
}
}
(Naturally, this is not the most sensible way to manually write the function.)
Here's the sample C code that I am trying to accelerate using SSE, the two arrays are 3072 element long with doubles, may drop it down to float if i don't need the precision of doubles.
double sum = 0.0;
for(k = 0; k < 3072; k++) {
sum += fabs(sima[k] - simb[k]);
}
double fp = (1.0 - (sum / (255.0 * 1024.0 * 3.0)));
Anyway my current problem is how to do the fabs step in a SSE register for doubles or float so that I can keep the whole calculation in the SSE registers so that it remains fast and I can parallelize all of the steps by partly unrolling this loop.
Here's some resources I've found fabs() asm or possibly this flipping the sign - SO however the weakness of the second one would need a conditional check.
I suggest using bitwise and with a mask. Positive and negative values have the same representation, only the most significant bit differs, it is 0 for positive values and 1 for negative values, see double precision number format. You can use one of these:
inline __m128 abs_ps(__m128 x) {
static const __m128 sign_mask = _mm_set1_ps(-0.f); // -0.f = 1 << 31
return _mm_andnot_ps(sign_mask, x);
}
inline __m128d abs_pd(__m128d x) {
static const __m128d sign_mask = _mm_set1_pd(-0.); // -0. = 1 << 63
return _mm_andnot_pd(sign_mask, x); // !sign_mask & x
}
Also, it might be a good idea to unroll the loop to break the loop-carried dependency chain. Since this is a sum of nonnegative values, the order of summation is not important:
double norm(const double* sima, const double* simb) {
__m128d* sima_pd = (__m128d*) sima;
__m128d* simb_pd = (__m128d*) simb;
__m128d sum1 = _mm_setzero_pd();
__m128d sum2 = _mm_setzero_pd();
for(int k = 0; k < 3072/2; k+=2) {
sum1 += abs_pd(_mm_sub_pd(sima_pd[k], simb_pd[k]));
sum2 += abs_pd(_mm_sub_pd(sima_pd[k+1], simb_pd[k+1]));
}
__m128d sum = _mm_add_pd(sum1, sum2);
__m128d hsum = _mm_hadd_pd(sum, sum);
return *(double*)&hsum;
}
By unrolling and breaking the dependency (sum1 and sum2 are now independent), you let the processor execute the additions our of order. Since the instruction is pipelined on a modern CPU, the CPU can start working on a new addition before the previous one is finished. Also, bitwise operations are executed on a separate execution unit, the CPU can actually perform it in the same cycle as addition/subtraction. I suggest Agner Fog's optimization manuals.
Finally, I don't recommend using openMP. The loop is too small and the overhead of distribution the job among multiple threads might be bigger than any potential benefit.
The maximum of -x and x should be abs(x). Here it is in code:
x = _mm_max_ps(_mm_sub_ps(_mm_setzero_ps(), x), x)
Probably the easiest way is as follows:
__m128d vsum = _mm_set1_pd(0.0); // init partial sums
for (k = 0; k < 3072; k += 2)
{
__m128d va = _mm_load_pd(&sima[k]); // load 2 doubles from sima, simb
__m128d vb = _mm_load_pd(&simb[k]);
__m128d vdiff = _mm_sub_pd(va, vb); // calc diff = sima - simb
__m128d vnegdiff = mm_sub_pd(_mm_set1_pd(0.0), vdiff); // calc neg diff = 0.0 - diff
__m128d vabsdiff = _mm_max_pd(vdiff, vnegdiff); // calc abs diff = max(diff, - diff)
vsum = _mm_add_pd(vsum, vabsdiff); // accumulate two partial sums
}
Note that this may not be any faster than scalar code on modern x86 CPUs, which typically have two FPUs anyway. However if you can drop down to single precision then you may well get a 2x throughput improvement.
Note also that you will need to combine the two partial sums in vsum into a scalar value after the loop, but this is fairly trivial to do and is not performance-critical.