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01-01.md
44
01-01.md
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@ -18,16 +18,16 @@ proper care, however, and those ugly boxes are capable of miracles. The
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key is this: Only on microcomputers do you have the run of the whole
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machine, without layers of operating systems, drivers, and the like
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getting in the way. You can do *anything* you want, and you can
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understand everything that’s going on, if you so wish.
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understand everything that's going on, if you so wish.
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As we’ll see shortly, you should indeed so wish.
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As we'll see shortly, you should indeed so wish.
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Is performance still an issue in this era of cheap 486 computers and
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super-fast Pentium computers? You bet. How many programs that *you* use
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really run so fast that you wouldn’t be happier if they ran faster?
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We’re so used to slow software that when a compile-and-link sequence
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really run so fast that you wouldn't be happier if they ran faster?
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We're so used to slow software that when a compile-and-link sequence
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that took two minutes on a PC takes just ten seconds on a 486 computer,
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we’re ecstatic—when in truth we should be settling for nothing less than
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we're ecstatic—when in truth we should be settling for nothing less than
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instantaneous response.
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Impossible, you say? Not with the proper design, including incremental
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@ -35,13 +35,13 @@ compilation and linking, use of extended and/or expanded memory, and
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well-crafted code. PCs can do just about anything you can imagine (with
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a few obvious exceptions, such as applications involving
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super-computer-class number-crunching) if you believe that it can be
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done, if you understand the computer inside and out, and if you’re
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done, if you understand the computer inside and out, and if you're
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willing to think past the obvious solution to unconventional but
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potentially more fruitful approaches.
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My point is simply this: PCs can work wonders. It’s not easy coaxing
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them into doing that, but it’s rewarding—and it’s sure as heck fun. In
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this book, we’re going to work some of those wonders, starting...
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My point is simply this: PCs can work wonders. It's not easy coaxing
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them into doing that, but it's rewarding—and it's sure as heck fun. In
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this book, we're going to work some of those wonders, starting...
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...now.
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@ -58,14 +58,14 @@ pointless.
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Notice that the above definition most emphatically does *not* say
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anything about making the software as fast as possible. It also does not
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say anything about using assembly language, or an optimizing compiler,
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or, for that matter, a compiler at all. It also doesn’t say anything
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or, for that matter, a compiler at all. It also doesn't say anything
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about how the code was designed and written. What it does say is that
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high-performance code shouldn’t get in the user’s way—and that’s *all*.
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high-performance code shouldn't get in the user's way—and that's *all*.
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That’s an important distinction, because all too many programmers think
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That's an important distinction, because all too many programmers think
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that assembly language, or the right compiler, or a particular
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high-level language, or a certain design approach is the answer to
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creating high-performance code. They’re not, any more than choosing a
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creating high-performance code. They're not, any more than choosing a
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certain set of tools is the key to building a house. You do indeed need
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tools to build a house, but any of many sets of tools will do. You also
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need a blueprint, an understanding of everything that goes into a house,
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@ -80,13 +80,13 @@ assembly language. The optimization at the end is just the finishing
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touch, however.
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------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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 *Without good design, good algorithms, and complete understanding of the program’s operation, your carefully optimized code will amount to one of mankind’s least fruitful creations—a fast slow program*.
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 *Without good design, good algorithms, and complete understanding of the program's operation, your carefully optimized code will amount to one of mankind's least fruitful creations—a fast slow program*.
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------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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“What’s a fast slow program?” you ask. That’s a good question, and a
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"What's a fast slow program?" you ask. That's a good question, and a
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brief (true) story is perhaps the best answer.
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#### When Fast Isn’t Fast {#Heading4}
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#### When Fast Isn't Fast {#Heading4}
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In the early 1970s, as the first hand-held calculators were hitting the
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market, I knew a fellow named Irwin. He was a good student, and was
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@ -98,21 +98,21 @@ calculator to a duel—and won, becoming a local legend in the process.
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When you get right down to it, though, Irwin was spitting into the wind.
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In a few short years his hard-earned slipstick skills would be
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worthless, and the entire discipline would be essentially wiped from the
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face of the earth. What’s more, anyone with half a brain could see that
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face of the earth. What's more, anyone with half a brain could see that
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changeover coming. Irwin had basically wasted the considerable effort
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and time he had spent optimizing his soon-to-be-obsolete skills.
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What does all this have to do with programming? Plenty. When you spend
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time optimizing poorly-designed assembly code, or when you count on an
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optimizing compiler to make your code fast, you’re wasting the
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optimization, much as Irwin did. Particularly in assembly, you’ll find
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optimizing compiler to make your code fast, you're wasting the
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optimization, much as Irwin did. Particularly in assembly, you'll find
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that without proper up-front design and everything else that goes into
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high-performance design, you’ll waste considerable effort and time on
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high-performance design, you'll waste considerable effort and time on
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making an inherently slow program as fast as possible—which is still
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slow—when you could easily have improved performance a great deal more
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with just a little thought. As we’ll see, handcrafted assembly language
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with just a little thought. As we'll see, handcrafted assembly language
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and optimizing compilers matter, but less than you might think, in the
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grand scheme of things—and they scarcely matter at all unless they’re
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grand scheme of things—and they scarcely matter at all unless they're
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used in the context of a good design and a thorough understanding of
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both the task at hand and the PC.
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54
01-02.md
54
01-02.md
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@ -4,9 +4,9 @@
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### Rules for Building High-Performance Code {#Heading5}
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We’ve got the following rules for creating high-performance software:
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We've got the following rules for creating high-performance software:
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- Know where you’re going (understand the objective of the software).
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- Know where you're going (understand the objective of the software).
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- Make a big map (have an overall program design firmly in mind, so
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the various parts of the program and the data structures work well
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together).
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@ -15,29 +15,29 @@ We’ve got the following rules for creating high-performance software:
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- Know the territory (understand exactly how the computer carries out
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each task).
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- Know when it matters (identify the portions of your programs where
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performance matters, and don’t waste your time optimizing the rest).
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- Always consider the alternatives (don’t get stuck on a single
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approach; odds are there’s a better way, if you’re clever and
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performance matters, and don't waste your time optimizing the rest).
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- Always consider the alternatives (don't get stuck on a single
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approach; odds are there's a better way, if you're clever and
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inventive enough).
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- Know how to turn on the juice (optimize the code as best you know
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how when it *does* matter).
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Making rules is easy; the hard part is figuring out how to apply them in
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the real world. For my money, examining some actual working code is
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always a good way to get a handle on programming concepts, so let’s look
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always a good way to get a handle on programming concepts, so let's look
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at some of the performance rules in action.
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#### Know Where You’re Going {#Heading6}
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#### Know Where You're Going {#Heading6}
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If we’re going to create high-performance code, first we have to know
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what that code is going to do. As an example, let’s write a program that
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If we're going to create high-performance code, first we have to know
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what that code is going to do. As an example, let's write a program that
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generates a 16-bit checksum of the bytes in a file. In other words, the
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program will add each byte in a specified file in turn into a 16-bit
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value. This checksum value might be used to make sure that a file hasn’t
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value. This checksum value might be used to make sure that a file hasn't
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been corrupted, as might occur during transmission over a modem or if a
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Trojan horse virus rears its ugly head. We’re not going to do anything
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Trojan horse virus rears its ugly head. We're not going to do anything
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with the checksum value other than print it out, however; right now
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we’re only interested in generating that checksum value as rapidly as
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we're only interested in generating that checksum value as rapidly as
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possible.
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#### Make a Big Map {#Heading7}
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@ -50,27 +50,27 @@ bytes and adding them together.
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#### Make Lots of Little Maps {#Heading8}
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Actually, we’re only going to make one little map, because we only have
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Actually, we're only going to make one little map, because we only have
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one program section that requires much thought—the section that reads
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the bytes and adds them up. What’s the best way to do this?
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the bytes and adds them up. What's the best way to do this?
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It would be convenient to load the entire file into memory and then sum
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the bytes in one loop. Unfortunately, there’s no guarantee that any
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particular file will fit in the available memory; in fact, it’s a sure
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thing that many files *won’t* fit into memory, so that approach is out.
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the bytes in one loop. Unfortunately, there's no guarantee that any
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particular file will fit in the available memory; in fact, it's a sure
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thing that many files *won't* fit into memory, so that approach is out.
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Well, if the whole file won’t fit into memory, one byte surely will. If
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Well, if the whole file won't fit into memory, one byte surely will. If
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we read the file one byte at a time, adding each byte to the checksum
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value before reading the next byte, we’ll minimize memory requirements
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value before reading the next byte, we'll minimize memory requirements
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and be able to handle any size file at all.
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Sounds good, eh? Listing 1.1 shows an implementation of this approach.
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Listing 1.1 uses C’s **read()** function to read a single byte, adds the
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Listing 1.1 uses C's **read()** function to read a single byte, adds the
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byte into the checksum value, and loops back to handle the next byte
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until the end of the file is reached. The code is compact, easy to
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write, and functions perfectly—with one slight hitch:
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It’s *slow*.
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It's *slow*.
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**LISTING 1.1 L1-1.C**
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@ -89,11 +89,11 @@ It’s *slow*.
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int ReadLength;
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if ( argc != 2 ) {
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printf(“usage: checksum filename\n”);
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printf("usage: checksum filename\n");
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exit(1);
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}
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if ( (Handle = open(argv[1], O_RDONLY | O_BINARY)) == -1 ) {
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printf(“Can’t open file: %s\n”, argv[1]);
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printf("Can't open file: %s\n", argv[1]);
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exit(1);
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}
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@ -105,13 +105,13 @@ It’s *slow*.
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Checksum += (unsigned int) Byte;
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}
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if ( ReadLength == -1 ) {
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printf(“Error reading file %s\n”, argv[1]);
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printf("Error reading file %s\n", argv[1]);
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exit(1);
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}
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/* Report the result */
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printf(“The checksum is: %u\n”, Checksum);
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printf("The checksum is: %u\n", Checksum);
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exit(0);
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}
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@ -127,14 +127,14 @@ requires over two and one-half minutes to checksum *one* file!
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 *Listings 1.2 and 1.3 form the C/assembly equivalent to Listing 1.1, and Listings 1.6 and 1.7 form the C/assembly equivalent to Listing 1.5.*
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------------------- -----------------------------------------------------------------------------------------------------------------------------------------------
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These results make it clear that it’s folly to rely on your compiler’s
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These results make it clear that it's folly to rely on your compiler's
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optimization to make your programs fast. Listing 1.1 is simply poorly
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designed, and no amount of compiler optimization will compensate for
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that failing. To drive home the point, conListings 1.2 and 1.3, which
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together are equivalent to Listing 1.1 except that the entire checksum
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loop is written in tight assembly code. The assembly language
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implementation is indeed faster than any of the C versions, as shown in
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Table 1.1, but it’s less than 10 percent faster, and it’s still
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Table 1.1, but it's less than 10 percent faster, and it's still
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unacceptably slow.
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------------------------ --------------------------------- --------------------
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30
01-03.md
30
01-03.md
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@ -86,11 +86,11 @@ Ratio best\
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57.44
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**Note:** The execution times (in seconds) for this chapter’s listings
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**Note:** The execution times (in seconds) for this chapter's listings
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were timed when the compiled listings were run on the WordPerfect 4.2
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thesaurus file TH.WP (362,293 bytes in size), as compiled in the small
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model with Borland and Microsoft compilers with optimization on (opt)
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and off (no opt). All times were measured with Paradigm Systems’ TIMER
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and off (no opt). All times were measured with Paradigm Systems' TIMER
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program on a 10 MHz 1-wait-state AT clone with a 28-ms hard disk, with
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disk caching turned off.
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@ -118,20 +118,20 @@ Table 1.1 Execution Times for WordPerfect Checksum.
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int ReadLength;
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if ( argc != 2 ) {
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printf(“usage: checksum filename\n”);
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printf("usage: checksum filename\n");
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exit(1);
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}
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if ( (Handle = open(argv[1], O_RDONLY | O_BINARY)) == -1 ) {
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printf(“Can’t open file: %s\n”, argv[1]);
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printf("Can't open file: %s\n", argv[1]);
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exit(1);
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}
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if ( !ChecksumFile(Handle, &Checksum) ) {
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printf(“Error reading file %s\n”, argv[1]);
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printf("Error reading file %s\n", argv[1]);
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exit(1);
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}
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/* Report the result */
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printf(“The checksum is: %u\n”, Checksum);
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printf("The checksum is: %u\n", Checksum);
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exit(0);
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}
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@ -170,7 +170,7 @@ Table 1.1 Execution Times for WordPerfect Checksum.
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_ChecksumFile proc near
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push bp
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mov bp,sp
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push si ;save C’s register variable
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push si ;save C's register variable
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;
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mov bx,[bp+Handle] ;get file handle
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sub si,si ;zero the checksum ;accumulator
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@ -183,7 +183,7 @@ Table 1.1 Execution Times for WordPerfect Checksum.
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int 21h ;read the byte
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jcErrorEnd;an error occurred
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and ax,ax ;any bytes read?
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jz Success ;no-end of file reached-we’re done
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jz Success ;no-end of file reached-we're done
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add si,[TempWord] ;add the byte into the
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;checksum total
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jmpChecksumLoop
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@ -196,7 +196,7 @@ Table 1.1 Execution Times for WordPerfect Checksum.
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mov ax,1 ;success
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;
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Done:
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pop si ;restore C’s register variable
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pop si ;restore C's register variable
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pop bp
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ret
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_ChecksumFileendp
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@ -206,7 +206,7 @@ The lesson is clear: Optimization makes code faster, but without proper
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design, optimization just creates fast slow code.
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Well, then, how are we going to improve our design? Before we can do
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that, we have to understand what’s wrong with the current design.
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that, we have to understand what's wrong with the current design.
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#### Know the Territory {#Heading9}
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@ -229,17 +229,17 @@ a *long* time—far, far longer than the rest of the main loop in Listing
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**read(),** and most of that time is spent somewhere down in DOS.
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You can verify this for yourself by watching the code with a debugger or
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using a code profiler, but take my word for it: There’s a great deal of
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overhead to DOS calls, and that’s what’s draining the life out of
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using a code profiler, but take my word for it: There's a great deal of
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overhead to DOS calls, and that's what's draining the life out of
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Listing 1.1.
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How can we speed up Listing 1.1? It should be clear that we must somehow
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avoid invoking DOS for every byte in the file, and that means reading
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more than one byte at a time, then buffering the data and parceling it
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out for examination one byte at a time. By gosh, that’s a description of
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C’s stream I/O feature, whereby C reads files in chunks and buffers the
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out for examination one byte at a time. By gosh, that's a description of
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C's stream I/O feature, whereby C reads files in chunks and buffers the
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bytes internally, doling them out to the application as needed by
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reading them from memory rather than calling DOS. Let’s try using stream
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reading them from memory rather than calling DOS. Let's try using stream
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I/O and see what happens.
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Listing 1.4 is similar to Listing 1.1, but uses **fopen()** and
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|
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40
01-04.md
40
01-04.md
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@ -24,11 +24,11 @@ libraries do their work. In other words, *know the territory*!
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unsigned int Checksum;
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if ( argc != 2 ) {
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printf(“usage: checksum filename\n”);
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printf("usage: checksum filename\n");
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exit(1);
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}
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if ( (CheckFile = fopen(argv[1], “rb”)) == NULL ) {
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printf(“Can’t open file: %s\n”, argv[1]);
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if ( (CheckFile = fopen(argv[1], "rb")) == NULL ) {
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printf("Can't open file: %s\n", argv[1]);
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exit(1);
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}
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@ -41,7 +41,7 @@ libraries do their work. In other words, *know the territory*!
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}
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/* Report the result */
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printf(“The checksum is: %u\n”, Checksum);
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printf("The checksum is: %u\n", Checksum);
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exit(0);
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}
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@ -51,39 +51,39 @@ The last section contained a particularly interesting phrase: *the
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time-critical portions of your code*. Time-critical portions of your
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||||
code are those portions in which the speed of the code makes a
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||||
significant difference in the overall performance of your program—and by
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||||
“significant,” I don’t mean that it makes the code 100 percent faster,
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"significant," I don't mean that it makes the code 100 percent faster,
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or 200 percent, or any particular amount at all, but rather that it
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||||
makes the program more responsive and/or usable *from the user’s
|
||||
makes the program more responsive and/or usable *from the user's
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perspective*.
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||||
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Don’t waste time optimizing non-time-critical code: set-up code,
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Don't waste time optimizing non-time-critical code: set-up code,
|
||||
initialization code, and the like. Spend your time improving the
|
||||
performance of the code inside heavily-used loops and in the portions of
|
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your programs that directly affect response time. Notice, for example,
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that I haven’t bothered to implement a version of the checksum program
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that I haven't bothered to implement a version of the checksum program
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entirely in assembly; Listings 1.2 and 1.6 call assembly subroutines
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that handle the time-critical operations, but C is still used for
|
||||
checking command-line parameters, operning files, printing, and the
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like.
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------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *If you were to implement any of the listings in this chapter entirely in hand-optimized assembly, I suppose you might get a performance improvement of a few percent—but I rather doubt you’d get even that much, and you’d sure as heck spend an awful lot of time for whatever meager improvement does result. Let C do what it does well, and use assembly only when it makes a perceptible difference.*
|
||||
 *If you were to implement any of the listings in this chapter entirely in hand-optimized assembly, I suppose you might get a performance improvement of a few percent—but I rather doubt you'd get even that much, and you'd sure as heck spend an awful lot of time for whatever meager improvement does result. Let C do what it does well, and use assembly only when it makes a perceptible difference.*
|
||||
------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
Besides, we don’t want to optimize until the design is refined to our
|
||||
satisfaction, and that won’t be the case until we’ve thought about other
|
||||
Besides, we don't want to optimize until the design is refined to our
|
||||
satisfaction, and that won't be the case until we've thought about other
|
||||
approaches.
|
||||
|
||||
#### Always Consider the Alternatives {#Heading11}
|
||||
|
||||
Listing 1.4 is good, but let’s see if there are other—perhaps less
|
||||
obvious—ways to get the same results faster. Let’s start by considering
|
||||
Listing 1.4 is good, but let's see if there are other—perhaps less
|
||||
obvious—ways to get the same results faster. Let's start by considering
|
||||
why Listing 1.4 is so much better than Listing 1.1. Like **read()**,
|
||||
**getc()** calls DOS to read from the file; the speed improvement of
|
||||
Listing 1.4 over Listing 1.1 occurs because **getc()** eads many bytes
|
||||
at once via DOS, then manages those bytes for us. That’s faster than
|
||||
reading them one at a time using **read()**—but there’s no reason to
|
||||
think that it’s faster than having our program read and manage blocks
|
||||
at once via DOS, then manages those bytes for us. That's faster than
|
||||
reading them one at a time using **read()**—but there's no reason to
|
||||
think that it's faster than having our program read and manage blocks
|
||||
itself. Easier, yes, but not faster.
|
||||
|
||||
Consider this: Every invocation of **getc()** involves pushing a
|
||||
|
|
@ -100,19 +100,19 @@ to improve on Listing 1.4:
|
|||
**1.** The code is already fast enough.
|
||||
|
||||
**2.** The code works, and some people are content with code that
|
||||
works, even when it’s slow enough to be annoying.
|
||||
works, even when it's slow enough to be annoying.
|
||||
|
||||
**3.** The C library is written in optimized assembly, and it’s likely
|
||||
**3.** The C library is written in optimized assembly, and it's likely
|
||||
to be faster than any code that the average programmer could write to
|
||||
perform essentially the same function.
|
||||
|
||||
**4.** The C library conveniently handles the buffering of file data,
|
||||
and it would be a nuisance to have to implement that capability.
|
||||
|
||||
I’ll ignore the first reason, both because performance is no longer an
|
||||
I'll ignore the first reason, both because performance is no longer an
|
||||
issue if the code is fast enough and because the current application
|
||||
does *not* run fast enough—13 seconds is a long time. (Stop and wait for
|
||||
13 seconds while you’re doing something intense, and you’ll see just how
|
||||
13 seconds while you're doing something intense, and you'll see just how
|
||||
long it is.)
|
||||
|
||||
The second reason is the hallmark of the mediocre programmer. Know when
|
||||
|
|
|
|||
38
01-05.md
38
01-05.md
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
The third reason is often fallacious. C library functions are not always
|
||||
written in assembly, nor are they always particularly well-optimized.
|
||||
(In fact, they’re often written for *portability*, which has nothing to
|
||||
do with optimization.) What’s more, they’re general-purpose functions,
|
||||
(In fact, they're often written for *portability*, which has nothing to
|
||||
do with optimization.) What's more, they're general-purpose functions,
|
||||
and often can be outperformed by well-but-not- brilliantly-written code
|
||||
that is well-matched to a specific task. As an example, consider Listing
|
||||
1.5, which uses internal buffering to handle blocks of bytes at a time.
|
||||
|
|
@ -14,7 +14,7 @@ Table 1.1 shows that Listing 1.5 is 2.5 to 4 times faster than Listing
|
|||
uses no assembly at all.
|
||||
|
||||
------------------- -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *Clearly, you can do well by using special-purpose C code in place of a C library function—if you have a thorough understanding of how the C library function operates and exactly what your application needs done. Otherwise, you’ll end up rewriting C library functions in C, which makes no sense at all.*
|
||||
 *Clearly, you can do well by using special-purpose C code in place of a C library function—if you have a thorough understanding of how the C library function operates and exactly what your application needs done. Otherwise, you'll end up rewriting C library functions in C, which makes no sense at all.*
|
||||
------------------- -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
**LISTING 1.5 L1-5.C**
|
||||
|
|
@ -38,17 +38,17 @@ uses no assembly at all.
|
|||
int WorkingLength, LengthCount;
|
||||
|
||||
if ( argc != 2 ) {
|
||||
printf(“usage: checksum filename\n”);
|
||||
printf("usage: checksum filename\n");
|
||||
exit(1);
|
||||
}
|
||||
if ( (Handle = open(argv[1], O_RDONLY | O_BINARY)) == -1 ) {
|
||||
printf(“Can’t open file: %s\n”, argv[1]);
|
||||
printf("Can't open file: %s\n", argv[1]);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
/* Get memory in which to buffer the data */
|
||||
if ( (WorkingBuffer = malloc(BUFFER_SIZE)) == NULL ) {
|
||||
printf(“Can’t get enough memory\n”);
|
||||
printf("Can't get enough memory\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
|
|
@ -59,7 +59,7 @@ uses no assembly at all.
|
|||
do {
|
||||
if ( (WorkingLength = read(Handle, WorkingBuffer,
|
||||
BUFFER_SIZE)) == -1 ) {
|
||||
printf(“Error reading file %s\n”, argv[1]);
|
||||
printf("Error reading file %s\n", argv[1]);
|
||||
exit(1);
|
||||
}
|
||||
/* Checksum this chunk */
|
||||
|
|
@ -72,14 +72,14 @@ uses no assembly at all.
|
|||
} while ( WorkingLength );
|
||||
|
||||
/* Report the result */
|
||||
printf(“The checksum is: %u\n”, Checksum);
|
||||
printf("The checksum is: %u\n", Checksum);
|
||||
exit(0);
|
||||
}
|
||||
|
||||
That brings us to the fourth reason: avoiding an internal-buffered
|
||||
implementation like Listing 1.5 because of the difficulty of coding such
|
||||
an approach. True, it is easier to let a C library function do the work,
|
||||
but it’s not all that hard to do the buffering internally. The key is
|
||||
but it's not all that hard to do the buffering internally. The key is
|
||||
the concept of handling data in *restartable blocks;* that is, reading a
|
||||
chunk of data, operating on the data until it runs out, suspending the
|
||||
operation while more data is read in, and then continuing as though
|
||||
|
|
@ -90,11 +90,11 @@ because checksumming works with one byte at a time, forgetting about
|
|||
each byte immediately after adding it into the total. Listing 1.5 reads
|
||||
in a block of bytes from the file, checksums the bytes in the block, and
|
||||
gets another block, repeating the process until the entire file has been
|
||||
processed. In Chapter 5, we’ll see a more complex restartable block
|
||||
processed. In Chapter 5, we'll see a more complex restartable block
|
||||
implementation, involving searching for text strings.
|
||||
|
||||
At any rate, Listing 1.5 isn’t much more complicated than Listing
|
||||
1.4—and it’s a *lot* faster. Always consider the alternatives; a bit of
|
||||
At any rate, Listing 1.5 isn't much more complicated than Listing
|
||||
1.4—and it's a *lot* faster. Always consider the alternatives; a bit of
|
||||
clever thinking and program redesign can go a long way.
|
||||
|
||||
#### Know How to Turn On the Juice {#Heading12}
|
||||
|
|
@ -103,7 +103,7 @@ I have said time and again that optimization is pointless until the
|
|||
design is settled. When that time comes, however, optimization can
|
||||
indeed make a significant difference. Table 1.1 indicates that the
|
||||
optimized version of Listing 1.5 produced by Microsoft C outperforms an
|
||||
unoptimized version of the same code by more than 60 percent. What’s
|
||||
unoptimized version of the same code by more than 60 percent. What's
|
||||
more, a mostly-assembly version of Listing 1.5, shown in Listings 1.6
|
||||
and 1.7, outperforms even the best-optimized C version of List1.5 by 26
|
||||
percent. These are considerable improvements, well worth pursuing—once
|
||||
|
|
@ -131,17 +131,17 @@ the design has been maxed out.
|
|||
int WorkingLength;
|
||||
|
||||
if ( argc != 2 ) {
|
||||
printf(“usage: checksum filename\n”);
|
||||
printf("usage: checksum filename\n");
|
||||
exit(1);
|
||||
}
|
||||
if ( (Handle = open(argv[1], O_RDONLY | O_BINARY)) == -1 ) {
|
||||
printf(“Can’t open file: %s\n”, argv[1]);
|
||||
printf("Can't open file: %s\n", argv[1]);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
/* Get memory in which to buffer the data */
|
||||
if ( (WorkingBuffer = malloc(BUFFER_SIZE)) == NULL ) {
|
||||
printf(“Can’t get enough memory\n”);
|
||||
printf("Can't get enough memory\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
|
|
@ -152,16 +152,16 @@ the design has been maxed out.
|
|||
do {
|
||||
if ( (WorkingLength = read(Handle, WorkingBuffer,
|
||||
BUFFER_SIZE)) == -1 ) {
|
||||
printf(“Error reading file %s\n”, argv[1]);
|
||||
printf("Error reading file %s\n", argv[1]);
|
||||
exit(1);
|
||||
}
|
||||
/* Checksum this chunk if there’s anything in it */
|
||||
/* Checksum this chunk if there's anything in it */
|
||||
if ( WorkingLength )
|
||||
ChecksumChunk(WorkingBuffer, WorkingLength, &Checksum);
|
||||
} while ( WorkingLength );
|
||||
|
||||
/* Report the result */
|
||||
printf(“The checksum is: %u\n”, Checksum);
|
||||
printf("The checksum is: %u\n", Checksum);
|
||||
exit(0);
|
||||
}
|
||||
|
||||
|
|
|
|||
32
01-06.md
32
01-06.md
|
|
@ -34,7 +34,7 @@
|
|||
_ChecksumChunkprocnear
|
||||
push bp
|
||||
mov bp,sp
|
||||
push si ;save C’s register variable
|
||||
push si ;save C's register variable
|
||||
;
|
||||
cld ;make LODSB increment SI
|
||||
mov si,[bp+Buffer] ;point to buffer
|
||||
|
|
@ -48,7 +48,7 @@
|
|||
loop ChecksumLoop ;continue for all bytes in block
|
||||
mov [bx],dx ;save the new checksum
|
||||
;
|
||||
pop si ;restore C’s register variable
|
||||
pop si ;restore C's register variable
|
||||
pop bp
|
||||
ret
|
||||
_ChecksumChunkendp
|
||||
|
|
@ -58,7 +58,7 @@ Note that in Table 1.1, optimization makes little difference except in
|
|||
the case of Listing 1.5, where the design has been refined considerably.
|
||||
Execution time in the other cases is dominated by time spent in DOS
|
||||
and/or the C library, so optimization of the code you write is pretty
|
||||
much irrelevant. What’s more, while the approximately two-times
|
||||
much irrelevant. What's more, while the approximately two-times
|
||||
improvement we got by optimizing is not to be sneezed at, it pales
|
||||
against the up-to-50-times improvement we got by redesigning.
|
||||
|
||||
|
|
@ -74,41 +74,41 @@ tends to be considerably faster relative to C than it is in this very
|
|||
specific case.
|
||||
|
||||
------------------- -----------------------------------------------------------------------------------------------------------
|
||||
 *Don’t get hung up on optimizing compilers or assembly language—the best optimizer is between your ears.*
|
||||
 *Don't get hung up on optimizing compilers or assembly language—the best optimizer is between your ears.*
|
||||
------------------- -----------------------------------------------------------------------------------------------------------
|
||||
|
||||
All this is basically a way of saying: Know where you’re going, know the
|
||||
All this is basically a way of saying: Know where you're going, know the
|
||||
territory, and know when it matters.
|
||||
|
||||
### Where We’ve Been, What We’ve Seen {#Heading13}
|
||||
### Where We've Been, What We've Seen {#Heading13}
|
||||
|
||||
What have we learned? Don’t let other people’s code—even DOS—do the work
|
||||
What have we learned? Don't let other people's code—even DOS—do the work
|
||||
for you when speed matters, at least not without knowing what that code
|
||||
does and how well it performs.
|
||||
|
||||
Optimization only matters after you’ve done your part on the program
|
||||
Optimization only matters after you've done your part on the program
|
||||
design end. Consider the ratios on the vertical axis of Table 1.1, which
|
||||
show that optimization is almost totally wasted in the checksumming
|
||||
application without an efficient design. Optimization is no panacea.
|
||||
Table 1.1 shows a two-times improvement from optimization—and a
|
||||
50-times-plus improvement from redesign. The longstanding debate about
|
||||
which C compiler optimizes code best doesn’t matter quite so much in
|
||||
which C compiler optimizes code best doesn't matter quite so much in
|
||||
light of Table 1.1, does it? Your organic optimizer matters much more
|
||||
than your compiler’s optimizer, and there’s always assembly for those
|
||||
than your compiler's optimizer, and there's always assembly for those
|
||||
usually small sections of code where performance really matters.
|
||||
|
||||
#### Where We’re Going {#Heading14}
|
||||
#### Where We're Going {#Heading14}
|
||||
|
||||
This chapter has presented a quick step-by-step overview of the design
|
||||
process. I’m not claiming that this is the only way to create
|
||||
high-performance code; it’s just an approach that works for me. Create
|
||||
process. I'm not claiming that this is the only way to create
|
||||
high-performance code; it's just an approach that works for me. Create
|
||||
code however you want, but never forget that design matters more than
|
||||
detailed optimization. Never stop looking for inventive ways to boost
|
||||
performance—and never waste time speeding up code that doesn’t need to
|
||||
performance—and never waste time speeding up code that doesn't need to
|
||||
be sped up.
|
||||
|
||||
I’m going to focus on specific ways to create high-performance code from
|
||||
now on. In Chapter 5, we’ll continue to look at restartable blocks and
|
||||
I'm going to focus on specific ways to create high-performance code from
|
||||
now on. In Chapter 5, we'll continue to look at restartable blocks and
|
||||
internal buffering, in the form of a program that searches files for
|
||||
text strings.
|
||||
|
||||
|
|
|
|||
16
02-01.md
16
02-01.md
|
|
@ -9,17 +9,17 @@ Chapter 2\
|
|||
### The Unique Nature of Assembly Language Optimization {#Heading2}
|
||||
|
||||
As I showed in the previous chapter, optimization is by no means always
|
||||
a matter of “dropping into assembly.” In fact, in performance tuning
|
||||
a matter of "dropping into assembly." In fact, in performance tuning
|
||||
high-level language code, assembly should be used rarely, and then only
|
||||
after you’ve made sure a badly chosen or clumsily implemented algorithm
|
||||
isn’t eating you alive. Certainly if you use assembly at all, make
|
||||
after you've made sure a badly chosen or clumsily implemented algorithm
|
||||
isn't eating you alive. Certainly if you use assembly at all, make
|
||||
absolutely sure you use it *right*. The potential of assembly code to
|
||||
run *slowly* is poorly understood by a lot of people, but that potential
|
||||
is great, especially in the hands of the ignorant.
|
||||
|
||||
Truly great optimization, however, happens *only* at the assembly level,
|
||||
and it happens in response to a set of dynamics that is totally
|
||||
different from that governing C/C++ or Pascal optimization. I’ll be
|
||||
different from that governing C/C++ or Pascal optimization. I'll be
|
||||
speaking of assembly-level optimization time and again in this book, but
|
||||
when I do, I think it will be helpful if you have a grasp of those
|
||||
assembly specific dynamics.
|
||||
|
|
@ -32,7 +32,7 @@ Some time ago, I was asked to work over a critical assembly subroutine
|
|||
in order to make it run as fast as possible. The task of the subroutine
|
||||
was to construct a nibble out of four bits read from different bytes,
|
||||
rotating and combining the bits so that they ultimately ended up neatly
|
||||
aligned in bits 3-0 of a single byte. (In case you’re curious, the
|
||||
aligned in bits 3-0 of a single byte. (In case you're curious, the
|
||||
object was to construct a 16-color pixel from bits scattered over 4
|
||||
bytes.) I examined the subroutine line by line, saving a cycle here and
|
||||
a cycle there, until the code truly seemed to be optimized. When I was
|
||||
|
|
@ -47,7 +47,7 @@ done, the key part of the code looked something like this:
|
|||
dec dx ;count down the number of bits
|
||||
jnz LoopTop ;process the next bit, if any
|
||||
|
||||
Now, it’s hard to write code that’s much faster than seven instructions,
|
||||
Now, it's hard to write code that's much faster than seven instructions,
|
||||
only one of which accesses memory, and most programmers would have
|
||||
called it a day at this point. Still, something bothered me, so I spent
|
||||
a bit of time going over the code again. Suddenly, the answer struck
|
||||
|
|
@ -76,9 +76,9 @@ performed just once, rather than four times. While the code may not look
|
|||
much different from the original, and in fact still contains exactly the
|
||||
same number of instructions, the performance of the entire subroutine
|
||||
improved by about 10 percent from just this one change. (Incidentally,
|
||||
that wasn’t the end of the optimization; I eliminated the **DEC** and
|
||||
that wasn't the end of the optimization; I eliminated the **DEC** and
|
||||
**JNJ** instructions by expanding the four iterations of the loop—but
|
||||
that’s a tale for another chapter.)
|
||||
that's a tale for another chapter.)
|
||||
|
||||
The point is this: To write truly superior assembly programs, you need
|
||||
to know what the various instructions do and which instructions execute
|
||||
|
|
|
|||
8
02-02.md
8
02-02.md
|
|
@ -38,11 +38,11 @@ computer—*but properly constructed assembly programs suffer no
|
|||
transformation loss*, as shown in Figure 2.2.
|
||||
|
||||
Only one transformation is required when creating an assembler program,
|
||||
and that single transformation is completely under the programmer’s
|
||||
and that single transformation is completely under the programmer's
|
||||
control. Assemblers perform no transformation from source code to
|
||||
machine language; instead, they merely map assembler instructions to
|
||||
machine language instructions on a one-to-one basis. As a result, the
|
||||
programmer is able to produce machine language code that’s precisely
|
||||
programmer is able to produce machine language code that's precisely
|
||||
tailored to the needs of each task a given application requires.
|
||||
|
||||
\
|
||||
|
|
@ -88,7 +88,7 @@ enough.
|
|||
The single most critical aspect of the hardware, and the one about which
|
||||
it is hardest to learn, is the CPU. The x86 family CPUs have a complex,
|
||||
irregular instruction set, and, unlike most processors, they are neither
|
||||
straightforward nor wellregarding true code performance. What’s more,
|
||||
straightforward nor wellregarding true code performance. What's more,
|
||||
assembly is so difficult to learn that most articles and books that
|
||||
present assembly code settle for code that just works, rather than code
|
||||
that pushes the CPU to its limits. In fact, since most articles and
|
||||
|
|
@ -100,7 +100,7 @@ knowledge to gather. A good portion of this book is devoted to seeking
|
|||
out such knowledge.
|
||||
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------
|
||||
 *Be forewarned, though: No matter how much you learn about programming the PC in assembly, there’s always more to discover.*
|
||||
 *Be forewarned, though: No matter how much you learn about programming the PC in assembly, there's always more to discover.*
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
|
|
|||
16
02-03.md
16
02-03.md
|
|
@ -6,7 +6,7 @@
|
|||
|
||||
Is the never-ending collection of information all there is to the
|
||||
assembly optimization, then? Hardly. Knowledge is simply a necessary
|
||||
base on which to build. Let’s take a moment to examine the objectives of
|
||||
base on which to build. Let's take a moment to examine the objectives of
|
||||
good assembly programming, and the remainder of the forces that act on
|
||||
assembly optimization will fall into place.
|
||||
|
||||
|
|
@ -14,12 +14,12 @@ Basically, there are only two possible objectives to high-performance
|
|||
assembly programming: Given the requirements of the application, keep to
|
||||
a minimum either the number of processor cycles the program takes to
|
||||
run, or the number of bytes in the program, or some combination of both.
|
||||
We’ll look at ways to achieve both objectives, but we’ll more often be
|
||||
We'll look at ways to achieve both objectives, but we'll more often be
|
||||
concerned with saving cycles than saving bytes, for the PC generally
|
||||
offers relatively more memory than it does processing horsepower. In
|
||||
fact, we’ll find that two-to-three times performance improvements *over
|
||||
already tight assembly code* are often possible if we’re willing to
|
||||
spend additional bytes in order to save cycles. It’s not always
|
||||
fact, we'll find that two-to-three times performance improvements *over
|
||||
already tight assembly code* are often possible if we're willing to
|
||||
spend additional bytes in order to save cycles. It's not always
|
||||
desirable to use such techniques to speed up code, due to the heavy
|
||||
memory requirements—but it is almost always *possible*.
|
||||
|
||||
|
|
@ -32,7 +32,7 @@ only about how well that software performs, not how it was developed nor
|
|||
how it is maintained. These days, developers spend so much time focusing
|
||||
on such admittedly important issues as code maintainability and
|
||||
reusability, source code control, choice of development environment, and
|
||||
the like that they often forget rule \#1: From the user’s perspective,
|
||||
the like that they often forget rule \#1: From the user's perspective,
|
||||
*performance is fundamental*.
|
||||
|
||||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
|
@ -41,7 +41,7 @@ the like that they often forget rule \#1: From the user’s perspective,
|
|||
|
||||
Knowledge of the sort described earlier is absolutely essential to
|
||||
fulfilling either of the objectives of assembly programming. What that
|
||||
knowledge doesn’t do by itself is meet the need to write code that both
|
||||
knowledge doesn't do by itself is meet the need to write code that both
|
||||
performs to the requirements of the application at hand and also
|
||||
operates as efficiently as possible in the PC environment. Knowledge
|
||||
makes that possible, but your programming instincts make it happen. And
|
||||
|
|
@ -63,7 +63,7 @@ doing.
|
|||
|
||||
Never underestimate the importance of the flexible mind. Good assembly
|
||||
code is better than good compiled code. Many people would have you
|
||||
believe otherwise, but they’re wrong. That doesn’t mean that high-level
|
||||
believe otherwise, but they're wrong. That doesn't mean that high-level
|
||||
languages are useless; far from it. High-level languages are the best
|
||||
choice for the majority of programmers, and for the bulk of the code of
|
||||
most applications. When the *best* code—the fastest or smallest code
|
||||
|
|
|
|||
32
03-01.md
32
03-01.md
|
|
@ -8,22 +8,22 @@ Chapter 3\
|
|||
|
||||
### Understanding and Using the Zen Timer {#Heading2}
|
||||
|
||||
When you’re pushing the envelope in writing optimized PC code, you’re
|
||||
When you're pushing the envelope in writing optimized PC code, you're
|
||||
likely to become more than a little compulsive about finding approaches
|
||||
that let you wring more speed from your computer. In the process, you’re
|
||||
that let you wring more speed from your computer. In the process, you're
|
||||
bound to make mistakes, which is fine—as long as you watch for those
|
||||
mistakes and *learn* from them.
|
||||
|
||||
A case in point: A few years back, I came across an article about 8088
|
||||
assembly language called “Optimizing for Speed.” Now, “optimize” is not
|
||||
a word to be used lightly; *Webster’s Ninth New Collegiate Dictionary*
|
||||
defines optimize as “to make as perfect, effective, or functional as
|
||||
possible,” which certainly leaves little room for error. The author had,
|
||||
assembly language called "Optimizing for Speed." Now, "optimize" is not
|
||||
a word to be used lightly; *Webster's Ninth New Collegiate Dictionary*
|
||||
defines optimize as "to make as perfect, effective, or functional as
|
||||
possible," which certainly leaves little room for error. The author had,
|
||||
however, chosen a small, well-defined 8088 assembly language routine to
|
||||
refine, consisting of about 30 instructions that did nothing more than
|
||||
expand 8 bits to 16 bits by duplicating each bit.
|
||||
|
||||
The author of “Optimizing” had clearly fine-tuned the code with care,
|
||||
The author of "Optimizing" had clearly fine-tuned the code with care,
|
||||
examining alternative instruction sequences and adding up cycles until
|
||||
he arrived at an implementation he calculated to be nearly 50 percent
|
||||
faster than the original routine. In short, he had used all the
|
||||
|
|
@ -44,20 +44,20 @@ code performance is instruction *fetch* time, a topic to which I will
|
|||
return in later chapters.
|
||||
|
||||
Had the author taken the time to measure the true performance of his
|
||||
code, he wouldn’t have put his reputation on the line with relatively
|
||||
low-performance code. What’s more, had he actually measured the
|
||||
code, he wouldn't have put his reputation on the line with relatively
|
||||
low-performance code. What's more, had he actually measured the
|
||||
performance of his code and found it to be unexpectedly slow, curiosity
|
||||
might well have led him to experiment further and thereby add to his
|
||||
store of reliable information about the CPU.
|
||||
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *There you have an important tenet of assembly language optimization: After crafting the best code possible, check it in action to see if it’s really doing what you think it is. If it’s not behaving as expected, that’s all to the good, since solving mysteries is the path to knowledge. You’ll learn more in this way, I assure you, than from any manual or book on assembly language.*
|
||||
 *There you have an important tenet of assembly language optimization: After crafting the best code possible, check it in action to see if it's really doing what you think it is. If it's not behaving as expected, that's all to the good, since solving mysteries is the path to knowledge. You'll learn more in this way, I assure you, than from any manual or book on assembly language.*
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
*Assume nothing*. I cannot emphasize this strongly enough—when you care
|
||||
about performance, do your best to improve the code and then *measure*
|
||||
the improvement. If you don’t measure performance, you’re just guessing,
|
||||
and if you’re guessing, you’re not very likely to write top-notch code.
|
||||
the improvement. If you don't measure performance, you're just guessing,
|
||||
and if you're guessing, you're not very likely to write top-notch code.
|
||||
|
||||
Ignorance about true performance can be costly. When I wrote video games
|
||||
for a living, I spent days at a time trying to wring more performance
|
||||
|
|
@ -65,7 +65,7 @@ from my graphics drivers. I rewrote whole sections of code just to save
|
|||
a few cycles, juggled registers, and relied heavily on blurry-fast
|
||||
register-to-register shifts and adds. As I was writing my last game, I
|
||||
discovered that the program ran perceptibly faster if I used look-up
|
||||
tables instead of shifts and adds for my calculations. It *shouldn’t*
|
||||
tables instead of shifts and adds for my calculations. It *shouldn't*
|
||||
have run faster, according to my cycle counting, but it did. In truth,
|
||||
instruction fetching was rearing its head again, as it often does, and
|
||||
the fetching of the shifts and adds was taking as much as four times the
|
||||
|
|
@ -88,7 +88,7 @@ measure of code performance is observing it in action.
|
|||
Clearly, one key to mastering Zen-class optimization is a tool with
|
||||
which to measure code performance. The most accurate way to measure
|
||||
performance is with expensive hardware, but reasonable measurements at
|
||||
no cost can be made with the PC’s 8253 timer chip, which counts at a
|
||||
no cost can be made with the PC's 8253 timer chip, which counts at a
|
||||
rate of slightly over 1,000,000 times per second. The 8253 can be
|
||||
started at the beginning of a block of code of interest and stopped at
|
||||
the end of that code, with the resulting count indicating how long the
|
||||
|
|
@ -99,8 +99,8 @@ one billionth of a second, and is abbreviated ns.)
|
|||
|
||||
Listing 3.1 shows 8253-based timer software, consisting of three
|
||||
subroutines: **ZTimerOn, ZTimerOff**, and **ZTimerReport**. For the
|
||||
remainder of this book, I’ll refer to these routines collectively as the
|
||||
“Zen timer.” C-callable versions of the two precision Zen timers are
|
||||
remainder of this book, I'll refer to these routines collectively as the
|
||||
"Zen timer." C-callable versions of the two precision Zen timers are
|
||||
presented in Chapter K on the companion CD-ROM.
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
|
|
|||
32
03-02.md
32
03-02.md
|
|
@ -35,10 +35,10 @@
|
|||
;
|
||||
; Note: These routines can introduce slight inaccuracies into the
|
||||
; system clock count for each code section timed even if
|
||||
; timer 0 doesn’t overflow. If timer 0 does overflow, the
|
||||
; timer 0 doesn't overflow. If timer 0 does overflow, the
|
||||
; system clock can become slow by virtually any amount of
|
||||
; time, since the system clock can’t advance while the
|
||||
; precison timer is timing. Consequently, it’s a good idea
|
||||
; time, since the system clock can't advance while the
|
||||
; precison timer is timing. Consequently, it's a good idea
|
||||
; to reboot at the end of each timing session. (The
|
||||
; battery-backed clock, if any, is not affected by the Zen
|
||||
; timer.)
|
||||
|
|
@ -49,7 +49,7 @@
|
|||
; in when ZTimerOn was called.
|
||||
;
|
||||
|
||||
Code segment word public ‘CODE’
|
||||
Code segment word public ‘CODE'
|
||||
assumecs: Code, ds:nothing
|
||||
public ZTimerOn, ZTimerOff, ZTimerReport
|
||||
|
||||
|
|
@ -117,26 +117,26 @@
|
|||
OutputStr label byte
|
||||
db 0dh, 0ah, ‘Timed count: ‘, 5 dup (?)
|
||||
ASCIICountEnd labelbyte
|
||||
db ‘ microseconds’, 0dh, 0ah
|
||||
db ‘$’
|
||||
db ‘ microseconds', 0dh, 0ah
|
||||
db ‘$'
|
||||
;
|
||||
; String printed to report timer overflow.
|
||||
;
|
||||
OverflowStr label byte
|
||||
db 0dh, 0ah
|
||||
db ‘****************************************************’
|
||||
db ‘****************************************************'
|
||||
db 0dh, 0ah
|
||||
db ‘* The timer overflowed, so the interval timed was *’
|
||||
db ‘* The timer overflowed, so the interval timed was *'
|
||||
db 0dh, 0ah
|
||||
db ‘* too long for the precision timer to measure. *’
|
||||
db ‘* too long for the precision timer to measure. *'
|
||||
db 0dh, 0ah
|
||||
db ‘* Please perform the timing test again with the *’
|
||||
db ‘* Please perform the timing test again with the *'
|
||||
db0dh, 0ah
|
||||
db ‘* long-period timer. *’
|
||||
db ‘* long-period timer. *'
|
||||
db 0dh, 0ah
|
||||
db ‘****************************************************’
|
||||
db ‘****************************************************'
|
||||
db 0dh, 0ah
|
||||
db ‘$’
|
||||
db ‘$'
|
||||
|
||||
; ********************************************************************
|
||||
; * Routine called to start timing. *
|
||||
|
|
@ -158,7 +158,7 @@
|
|||
; to 0
|
||||
push ax
|
||||
;
|
||||
; Turn on interrupts, so the timer interrupt can occur if it’s
|
||||
; Turn on interrupts, so the timer interrupt can occur if it's
|
||||
; pending.
|
||||
;
|
||||
sti
|
||||
|
|
@ -171,7 +171,7 @@
|
|||
mov al,00110100b ;mode 2
|
||||
out MODE_8253,al
|
||||
;
|
||||
; Set the timer count to 0, so we know we won’t get another
|
||||
; Set the timer count to 0, so we know we won't get another
|
||||
; timer interrupt right away.
|
||||
; Note: this introduces an inaccuracy of up to 54 ms in the system
|
||||
; clock count each time it is executed.
|
||||
|
|
@ -418,7 +418,7 @@
|
|||
CTSLoop:
|
||||
sub dx, dx
|
||||
div bx
|
||||
add dl,’0’
|
||||
add dl,'0'
|
||||
mov [si],dl
|
||||
dec si
|
||||
loop CTSLoop
|
||||
|
|
|
|||
38
03-03.md
38
03-03.md
|
|
@ -4,18 +4,18 @@
|
|||
|
||||
#### The Zen Timer Is a Means, Not an End {#Heading5}
|
||||
|
||||
We’re going to spend the rest of this chapter seeing what the Zen timer
|
||||
can do, examining how it works, and learning how to use it. I’ll be
|
||||
We're going to spend the rest of this chapter seeing what the Zen timer
|
||||
can do, examining how it works, and learning how to use it. I'll be
|
||||
using the Zen timer again and again over the course of this book, so
|
||||
it’s essential that you learn what the Zen timer can do and how to use
|
||||
it's essential that you learn what the Zen timer can do and how to use
|
||||
it. On the other hand, it is by no means essential that you understand
|
||||
exactly how the Zen timer works. (Interesting, yes; essential, no.)
|
||||
|
||||
In other words, the Zen timer isn’t really part of the knowledge we
|
||||
seek; rather, it’s one tool with which we’ll acquire that knowledge.
|
||||
Consequently, you shouldn’t worry if you don’t fully grasp the inner
|
||||
In other words, the Zen timer isn't really part of the knowledge we
|
||||
seek; rather, it's one tool with which we'll acquire that knowledge.
|
||||
Consequently, you shouldn't worry if you don't fully grasp the inner
|
||||
workings of the Zen timer. Instead, focus on learning how to *use* it,
|
||||
and you’ll be on the right road.
|
||||
and you'll be on the right road.
|
||||
|
||||
#### Starting the Zen Timer {#Heading6}
|
||||
|
||||
|
|
@ -23,9 +23,9 @@ and you’ll be on the right road.
|
|||
**ZTimerOn** saves the context of the calling code, disables interrupts,
|
||||
sets timer 0 of the 8253 to mode 2 (divide-by-N mode), sets the initial
|
||||
timer count to 0, restores the context of the calling code, and returns.
|
||||
(I’d like to note that while Intel’s documentation for the 8253 seems to
|
||||
indicate that a timer won’t reset to 0 until it finishes counting down,
|
||||
in actual practice, timers seem to reset to 0 as soon as they’re
|
||||
(I'd like to note that while Intel's documentation for the 8253 seems to
|
||||
indicate that a timer won't reset to 0 until it finishes counting down,
|
||||
in actual practice, timers seem to reset to 0 as soon as they're
|
||||
loaded.)
|
||||
|
||||
Two aspects of **ZTimerOn** are worth discussing further. One point of
|
||||
|
|
@ -45,16 +45,16 @@ enable interrupts during that time.
|
|||
A second interesting point about **ZTimerOn** is that it may introduce
|
||||
some small inaccuracy into the system clock time whenever it is called.
|
||||
To understand why this is so, we need to examine the way in which both
|
||||
the 8253 and the PC’s system clock (which keeps the current time) work.
|
||||
the 8253 and the PC's system clock (which keeps the current time) work.
|
||||
|
||||
The 8253 actually contains three timers, as shown in Figure 3.1. All
|
||||
three timers are driven by the system board’s 14.31818 MHz crystal,
|
||||
three timers are driven by the system board's 14.31818 MHz crystal,
|
||||
divided by 12 to yield a 1.19318 MHz clock to the timers, so the timers
|
||||
count once every 838.1 ns. Each of the three timers counts down in a
|
||||
programmable way, generating a signal on its output pin when it counts
|
||||
down to 0. Each timer is capable of being halted at any time via a 0
|
||||
level on its gate input; when a timer’s gate input is 1, that timer
|
||||
counts constantly. All in all, the 8253’s timers are inherently very
|
||||
level on its gate input; when a timer's gate input is 1, that timer
|
||||
counts constantly. All in all, the 8253's timers are inherently very
|
||||
flexible timing devices; unfortunately, much of that flexibility depends
|
||||
on how the timers are connected to external circuitry, and in the PC the
|
||||
timers are connected with specific purposes in mind.
|
||||
|
|
@ -65,7 +65,7 @@ is the only timer with a programmable gate input in the PC; that is,
|
|||
timer 2 is the only timer that can be started and stopped under program
|
||||
control in the manner specified by Intel. On the other hand, the
|
||||
*output* of timer 2 is connected to nothing other than the speaker. In
|
||||
particular, timer 2 cannot generate an interrupt to get the 8088’s
|
||||
particular, timer 2 cannot generate an interrupt to get the 8088's
|
||||
attention.
|
||||
|
||||
Timer 1 is dedicated to providing dynamic RAM refresh, and should not be
|
||||
|
|
@ -114,16 +114,16 @@ Divide-by-N mode counts down by one from the initial count. When the
|
|||
count reaches zero, the timer turns over and starts counting down again
|
||||
without stopping, and a pulse is generated for a single clock period.
|
||||
While the pulse is not held for nearly as long as in square wave mode,
|
||||
it doesn’t matter, since the 8259 interrupt controller is configured in
|
||||
it doesn't matter, since the 8259 interrupt controller is configured in
|
||||
the PC to be edgeand hence cares only about the existence of a pulse
|
||||
from timer 0, not the duration of the pulse. As a result, timer 0
|
||||
continues to generate timer interrupts in divide-by-N mode, and the
|
||||
system clock continues to maintain good time.
|
||||
|
||||
Why not use timer 2 instead of timer 0 for precision timing? After all,
|
||||
timer 2 has a programmable gate input and isn’t used for anything but
|
||||
sound generation. The problem with timer 2 is that its output can’t
|
||||
generate an interrupt; in fact, timer 2 can’t do anything but drive the
|
||||
timer 2 has a programmable gate input and isn't used for anything but
|
||||
sound generation. The problem with timer 2 is that its output can't
|
||||
generate an interrupt; in fact, timer 2 can't do anything but drive the
|
||||
speaker. We need the interrupt generated by the output of timer 0 to
|
||||
tell us when the count has overflowed, and we will see shortly that the
|
||||
timer interrupt also makes it possible to time much longer periods than
|
||||
|
|
|
|||
20
03-04.md
20
03-04.md
|
|
@ -22,7 +22,7 @@ interrupt. Recall that **ZTimerOn** initially sets timer 0 to 0, in
|
|||
order to allow for the longest possible period—about 54 ms—before timer
|
||||
0 reaches 0 and generates the timer interrupt.
|
||||
|
||||
Now we’re ready to look at the ways in which the Zen timer can introduce
|
||||
Now we're ready to look at the ways in which the Zen timer can introduce
|
||||
inaccuracy into the system clock. Since timer 0 is initially set to 0 by
|
||||
the Zen timer, and since the system clock ticks only when timer 0 counts
|
||||
off 54.925 ms and reaches 0 again, an average inaccuracy of one-half of
|
||||
|
|
@ -42,10 +42,10 @@ Zen timer. The 8259 interrupt controller is capable of remembering at
|
|||
most one pending timer interrupt, so all timer interrupts after the
|
||||
first one during any given Zen timing interval are ignored.
|
||||
Consequently, if a timing interval exceeds 54.9 ms, the system clock
|
||||
effectively stops 54.9 ms after the timing interval starts and doesn’t
|
||||
effectively stops 54.9 ms after the timing interval starts and doesn't
|
||||
restart until the timing interval ends, losing time all the while.
|
||||
|
||||
The effects on the system time of the Zen timer aren’t a matter for
|
||||
The effects on the system time of the Zen timer aren't a matter for
|
||||
great concern, as they are temporary, lasting only until the next warm
|
||||
or cold boot. System that have batteryclocks, (AT-style machines; that
|
||||
is, virtually all machines in common use) automatically reset the
|
||||
|
|
@ -56,7 +56,7 @@ by at most a total of a few seconds, unless code that takes much longer
|
|||
than 54 ms to run is timed (in which case the Zen timer will notify you
|
||||
that the code is too long to time).
|
||||
|
||||
Nonetheless, it’s a good idea to reboot your computer at the end of each
|
||||
Nonetheless, it's a good idea to reboot your computer at the end of each
|
||||
session with the Zen timer in order to make sure that the system clock
|
||||
is correct.
|
||||
|
||||
|
|
@ -83,12 +83,12 @@ including the state of the interrupt flag that was in effect when
|
|||
**ZTimerOn** was called to start timing, and returns.
|
||||
|
||||
One interesting aspect of **ZTimerOff** is the manner in which timer 0
|
||||
is stopped in order to read the timer count. We don’t actually have to
|
||||
is stopped in order to read the timer count. We don't actually have to
|
||||
stop timer 0 to read the count; the 8253 provides a special latched read
|
||||
feature for the specific purpose of reading the count while a time is
|
||||
running. (That’s a good thing, too; we’ve no documented way to stop
|
||||
timer 0 if we wanted to, since its gate input isn’t connected. Later in
|
||||
this chapter, though, we’ll see that timer 0 can be stopped after all.)
|
||||
running. (That's a good thing, too; we've no documented way to stop
|
||||
timer 0 if we wanted to, since its gate input isn't connected. Later in
|
||||
this chapter, though, we'll see that timer 0 can be stopped after all.)
|
||||
We simply tell the 8253 to latch the current count, and the 8253 does so
|
||||
without breaking stride.
|
||||
|
||||
|
|
@ -113,7 +113,7 @@ ZTimerReport** can be called at any time right up until the next call to
|
|||
You may want to use the Zen timer to measure several portions of a
|
||||
program while it executes normally, in which case it may not be
|
||||
desirable to have the text printed by **ZTimerReport** interfere with
|
||||
the program’s normal display. There are many ways to deal with this. One
|
||||
the program's normal display. There are many ways to deal with this. One
|
||||
approach is removal of the invocations of the DOS print string function
|
||||
(INT 21H with AH equal to 9) from **ZTimerReport**, instead running the
|
||||
program under a debugger that supports screen flipping (such as Turbo
|
||||
|
|
@ -144,7 +144,7 @@ be stored in a buffer within the driver, to be dumped at a later time.
|
|||
David Miller for passing the idea on to me.)
|
||||
|
||||
You may well want to devise still other approaches better suited to your
|
||||
needs than those I’ve presented. Go to it! I’ve just thrown out a few
|
||||
needs than those I've presented. Go to it! I've just thrown out a few
|
||||
possibilities to get you started.
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
|
|
|||
30
03-05.md
30
03-05.md
|
|
@ -19,10 +19,10 @@ transparent to the calling code.
|
|||
If you do change the Zen timer routines to far procedures in order to
|
||||
call them from code running in another segment, be sure to make *all*
|
||||
the Zen timer routines far, including **ReferenceZTimerOn** and
|
||||
**ReferenceZTimerOff**. (You’ll have to put **FAR PTR** overrides on the
|
||||
**ReferenceZTimerOff**. (You'll have to put **FAR PTR** overrides on the
|
||||
calls from **ZTimerOff** to the latter two routines if you do make them
|
||||
far.) If the reference routines aren’t the same type—near or far—as the
|
||||
other routines, they won’t reflect the true overhead incurred by
|
||||
far.) If the reference routines aren't the same type—near or far—as the
|
||||
other routines, they won't reflect the true overhead incurred by
|
||||
starting and stopping the Zen timer.
|
||||
|
||||
Please be aware that the inaccuracy that the Zen timer can introduce
|
||||
|
|
@ -34,16 +34,16 @@ dynamic RAM refresh, and internal timing variations in the 8253 make it
|
|||
perhaps more accurate to describe the Zen timer as measuring code
|
||||
performance with an accuracy of better than 10µs. In fact, the Zen timer
|
||||
is actually most accurate in assessing code performance when timing
|
||||
intervals longer than about 100 µs. At any rate, we’re most interested
|
||||
intervals longer than about 100 µs. At any rate, we're most interested
|
||||
in using the Zen timer to assess the relative performance of various
|
||||
code sequences—that is, using it to compare and tweak code—and the timer
|
||||
is more than accurate enough for that purpose.
|
||||
|
||||
The Zen timer works on all PC-compatible computers I’ve tested it on,
|
||||
The Zen timer works on all PC-compatible computers I've tested it on,
|
||||
including XTs, ATs, PS/2 computers, and 386, 486, and Pentium-based
|
||||
machines. Of course, I haven’t been able to test it on *all*
|
||||
PC-compatibles, but I don’t expect any problems; computers on which the
|
||||
Zen timer doesn’t run can’t truly be called “PC-compatible.”
|
||||
machines. Of course, I haven't been able to test it on *all*
|
||||
PC-compatibles, but I don't expect any problems; computers on which the
|
||||
Zen timer doesn't run can't truly be called "PC-compatible."
|
||||
|
||||
On the other hand, there is certainly no guarantee that code performance
|
||||
as measured by the Zen timer will be the same on compatible computers as
|
||||
|
|
@ -53,7 +53,7 @@ the opposite is true. For example, every PS/2 computer, even the
|
|||
relatively slow Model 30, executes code much faster than does a PC or
|
||||
XT. As another example, I set out to do the timings for my earlier book
|
||||
*Zen of Assembly Language* on an XTcomputer, only to find that the
|
||||
computer wasn’t quite IBM-compatible regarding code performance. The
|
||||
computer wasn't quite IBM-compatible regarding code performance. The
|
||||
differences were minor, mind you, but my experience illustrates the risk
|
||||
of assuming that a specific make of computer will perform in a certain
|
||||
way without actually checking.
|
||||
|
|
@ -66,7 +66,7 @@ computers.
|
|||
### A Sample Use of the Zen Timer {#Heading11}
|
||||
|
||||
Listing 3.2 shows a test-bed program for measuring code performance with
|
||||
the Zen timer. This program sets DS equal to CS (for reasons we’ll
|
||||
the Zen timer. This program sets DS equal to CS (for reasons we'll
|
||||
discuss shortly), includes the code to be measured from the file
|
||||
TESTCODE, and calls **ZTimerReport** to display the timing results.
|
||||
Consequently, the code being measured should be in the file TESTCODE,
|
||||
|
|
@ -84,11 +84,11 @@ and should contain calls to **ZTimerOn** and **ZTimerOff** .
|
|||
;
|
||||
; By Michael Abrash
|
||||
;
|
||||
mystack segment para stack ‘STACK’
|
||||
mystack segment para stack ‘STACK'
|
||||
db 512 dup(?)
|
||||
mystack ends
|
||||
;
|
||||
Code segment para public ‘CODE’
|
||||
Code segment para public ‘CODE'
|
||||
assume cs:Code, ds:Code
|
||||
extrnZTimerOn:near, ZTimerOff:near, ZTimerReport:near
|
||||
Start proc near
|
||||
|
|
@ -147,7 +147,7 @@ after the code in Listing 3.3 has been run.
|
|||
;
|
||||
call ZTimerOff
|
||||
|
||||
It’s worth noting that Listing 3.3 begins by jumping around the memory
|
||||
It's worth noting that Listing 3.3 begins by jumping around the memory
|
||||
variable **MemVar**. This approach lets us avoid reproducing Listing 3.2
|
||||
in its entirety for each code fragment we want to measure; by defining
|
||||
any needed data right in the code segment and jumping around that data,
|
||||
|
|
@ -155,8 +155,8 @@ each listing becomes self-contained and can be plugged directly into
|
|||
Listing 3.2 as TESTCODE. Listing 3.2 sets DS equal to CS before doing
|
||||
anything else precisely so that data can be embedded in code fragments
|
||||
being timed. Note that only after the initial jump is performed in
|
||||
Listing 3.3 is the Zen timer started, since we don’t want to include the
|
||||
execution time of start-up code in the timing interval. That’s why the
|
||||
Listing 3.3 is the Zen timer started, since we don't want to include the
|
||||
execution time of start-up code in the timing interval. That's why the
|
||||
calls to **ZTimerOn** and **ZTimerOff** are in TESTCODE, not in
|
||||
PZTEST.ASM; this way, we have full control over which portion of
|
||||
TESTCODE is timed, and we can keep set-up code and the like out of the
|
||||
|
|
|
|||
30
03-06.md
30
03-06.md
|
|
@ -11,8 +11,8 @@ PZTEST.EXE. PZTIME.BAT (Listing 3.4) assumes that the file PZTIMER.ASM
|
|||
contains Listing 3.1, and the file PZTEST.ASM contains Listing 3.2. The
|
||||
command-line parameter to PZTIME.BAT is the name of the file to be
|
||||
copied to TESTCODE and included into PZTEST.ASM. (Note that Turbo
|
||||
Assembler can be substituted for MASM by replacing “masm” with “tasm”
|
||||
and “link” with “tlink” in Listing 3.4. The same is true of Listing
|
||||
Assembler can be substituted for MASM by replacing "masm" with "tasm"
|
||||
and "link" with "tlink" in Listing 3.4. The same is true of Listing
|
||||
3.7.)
|
||||
|
||||
**LISTING 3.4 PZTIME.BAT**
|
||||
|
|
@ -26,7 +26,7 @@ and “link” with “tlink” in Listing 3.4. The same is true of Listing
|
|||
rem * Zen timer program PZTEST.EXE to time the code named as the *
|
||||
rem * command-line parameter. Listing 3.1 must be named *
|
||||
rem * PZTIMER.ASM, and Listing 3.2 must be named PZTEST.ASM. To *
|
||||
rem * time the code in LST3-3, you’d type the DOS command: *
|
||||
rem * time the code in LST3-3, you'd type the DOS command: *
|
||||
rem * *
|
||||
rem * pztime lst3-3 *
|
||||
rem * *
|
||||
|
|
@ -57,7 +57,7 @@ and “link” with “tlink” in Listing 3.4. The same is true of Listing
|
|||
:ckexist
|
||||
if exist %1 goto docopy
|
||||
echo ***************************************************************
|
||||
echo * The specified file, “%1,” doesn’t exist. *
|
||||
echo * The specified file, "%1," doesn't exist. *
|
||||
echo ***************************************************************
|
||||
goto end
|
||||
rem
|
||||
|
|
@ -89,16 +89,16 @@ of the code in Listing 3.3.
|
|||
|
||||
When the above command is executed on an original 4.77 MHz IBM PC, the
|
||||
time reported by the Zen timer is 3619 µs, or about 3.62 µs per load of
|
||||
AL from memory. (While the exact number is 3.619 µs per load of AL, I’m
|
||||
AL from memory. (While the exact number is 3.619 µs per load of AL, I'm
|
||||
going to round off that last digit from now on. No matter how many
|
||||
repetitions of a given instruction are timed, there’s just too much
|
||||
repetitions of a given instruction are timed, there's just too much
|
||||
noise in the timing process—between dynamic RAM refresh, the prefetch
|
||||
queue, and the internal state of the processor at the start of
|
||||
timing—for that last digit to have any significance.) Given the test
|
||||
PC’s 4.77 MHz clock, this works out to about 17 cycles per **MOV**,
|
||||
which is actually a good bit longer than Intel’s specified 10-cycle
|
||||
PC's 4.77 MHz clock, this works out to about 17 cycles per **MOV**,
|
||||
which is actually a good bit longer than Intel's specified 10-cycle
|
||||
execution time for this instruction. (See the MASM or TASM
|
||||
documentation, or Intel’s processor reference manuals, for official
|
||||
documentation, or Intel's processor reference manuals, for official
|
||||
execution times.) Fear not, the Zen timer is right—**MOV AL,[MEMVAR]**
|
||||
really does take 17 cycles as used in Listing 3.3. Exactly why that is
|
||||
so is just what this book is all about.
|
||||
|
|
@ -110,7 +110,7 @@ listing you wish to run into the file *filename* and enter the command:
|
|||
|
||||
pztime <filename>
|
||||
|
||||
In fact, that’s exactly how I timed each of the listings in this book.
|
||||
In fact, that's exactly how I timed each of the listings in this book.
|
||||
Code fragments you write yourself can be timed in just the same way. If
|
||||
you wish to time code directly in place in your programs, rather than in
|
||||
the test-bed program of Listing 3.2, simply insert calls to **ZTimerOn,
|
||||
|
|
@ -120,12 +120,12 @@ PZTIMER to your program.
|
|||
### The Long-Period Zen Timer {#Heading12}
|
||||
|
||||
With a few exceptions, the Zen timer presented above will serve us well
|
||||
for the remainder of this book since we’ll be focusing on relatively
|
||||
for the remainder of this book since we'll be focusing on relatively
|
||||
short code sequences that generally take much less than 54 ms to
|
||||
execute. Occasionally, however, we will need to time longer intervals.
|
||||
What’s more, it is very likely that you will want to time code sequences
|
||||
What's more, it is very likely that you will want to time code sequences
|
||||
longer than 54 ms at some point in your programming career. Accordingly,
|
||||
I’ve also developed a Zen timer for periods longer than 54 ms. The
|
||||
I've also developed a Zen timer for periods longer than 54 ms. The
|
||||
long-period Zen timer (so named by contrast with the precision Zen timer
|
||||
just presented) shown in Listing 3.5 can measure periods up to one hour
|
||||
in length.
|
||||
|
|
@ -139,7 +139,7 @@ long periods. Practically speaking, however, there is no need for a
|
|||
timer that can measure more than a few minutes, since the DOS time of
|
||||
day and date functions (or, indeed, the DATE and TIME commands in a
|
||||
batch file) serve perfectly well for longer intervals. Since very long
|
||||
timing intervals aren’t needed, the long-period Zen timer uses a
|
||||
timing intervals aren't needed, the long-period Zen timer uses a
|
||||
simplified means of calculating elapsed time that is limited to
|
||||
measuring intervals of an hour or less. If a period longer than an hour
|
||||
is timed, the long-period Zen timer prints a message to the effect that
|
||||
|
|
@ -150,7 +150,7 @@ of timing code that starts before midnight and ends after midnight; if
|
|||
that eventuality occurs, the long-period Zen timer reports that it was
|
||||
unable to time the code because midnight was crossed. If this happens to
|
||||
you, just time the code again, secure in the knowledge that at least you
|
||||
won’t run into the problem again for 23-odd hours.
|
||||
won't run into the problem again for 23-odd hours.
|
||||
|
||||
You should not use the long-period Zen timer to time code that requires
|
||||
interrupts to be disabled for more than 54 ms at a stretch during the
|
||||
|
|
|
|||
86
03-07.md
86
03-07.md
|
|
@ -11,7 +11,7 @@ that occur during the timing interval, most notably keyboard and mouse
|
|||
interrupts, will increase the measured time.
|
||||
|
||||
The long-period Zen timer has some of the same effects on the system
|
||||
time as does the precision Zen timer, so it’s a good idea to reboot the
|
||||
time as does the precision Zen timer, so it's a good idea to reboot the
|
||||
system after a session with the long-period Zen timer. The long-period
|
||||
Zen timer does not, however, have the same potential for introducing
|
||||
major inaccuracy into the system clock time during a single timing run
|
||||
|
|
@ -20,7 +20,7 @@ to update normally.
|
|||
|
||||
#### Stopping the Clock {#Heading13}
|
||||
|
||||
There’s a potential problem with the long-period Zen timer. The problem
|
||||
There's a potential problem with the long-period Zen timer. The problem
|
||||
is this: In order to measure times longer than 54 ms, we must maintain
|
||||
not one but two timing components, the timer 0 count and the BIOS
|
||||
time-of-day count. The time-of-day count measures the passage of 54.9 ms
|
||||
|
|
@ -36,9 +36,9 @@ direction.)
|
|||
|
||||
The only way to avoid this problem is to stop timer 0, read both the
|
||||
timer and time-of-day counts while the timer is stopped, and then
|
||||
restart the timer. Alas, the gate input to timer 0 isn’t
|
||||
program-controllable in the PC, so there’s no documented way to stop the
|
||||
timer. (The latched read feature we used in Listing 3.1 doesn’t stop the
|
||||
restart the timer. Alas, the gate input to timer 0 isn't
|
||||
program-controllable in the PC, so there's no documented way to stop the
|
||||
timer. (The latched read feature we used in Listing 3.1 doesn't stop the
|
||||
timer; it latches a count, but the timer keeps running.) What should we
|
||||
do?
|
||||
|
||||
|
|
@ -49,23 +49,23 @@ until the count is loaded. Surprisingly, the timer count remains
|
|||
readable and correct while the timer is waiting for the initial load.
|
||||
|
||||
In my experience, this approach works beautifully with fully
|
||||
8253-compatible chips. However, there’s no guarantee that it will always
|
||||
work, since it programs the 8253 in an undocumented way. What’s more,
|
||||
8253-compatible chips. However, there's no guarantee that it will always
|
||||
work, since it programs the 8253 in an undocumented way. What's more,
|
||||
IBM chose not to implement compatibility with this particular 8253
|
||||
feature in the custom chips used in PS/2 computers. On PS/2 computers,
|
||||
we have no choice but to latch the timer 0 count and then stop the BIOS
|
||||
count (by disabling interrupts) as quickly as possible. We’ll just have
|
||||
count (by disabling interrupts) as quickly as possible. We'll just have
|
||||
to accept the fact that on PS/2 computers we may occasionally get a
|
||||
reading that’s off by 54 ms, and leave it at that.
|
||||
reading that's off by 54 ms, and leave it at that.
|
||||
|
||||
I’ve set up Listing 3.5 so that it can assemble to either use or not use
|
||||
I've set up Listing 3.5 so that it can assemble to either use or not use
|
||||
the undocumented timer-stopping feature, as you please. The **PS2**
|
||||
equate selects between the two modes of operation. If **PS2** is 1 (as
|
||||
it is in Listing 3.5), then the latch-and-read method is used; if
|
||||
**PS2** is 0, then the undocumented timer-stop approach is used. The
|
||||
latch-and-read method will work on all PC-compatible computers, but may
|
||||
occasionally produce results that are incorrect by 54 ms. The timer-stop
|
||||
approach avoids synchronization problems, but doesn’t work on all
|
||||
approach avoids synchronization problems, but doesn't work on all
|
||||
computers.
|
||||
|
||||
**LISTING 3.5 LZTIMER.ASM**
|
||||
|
|
@ -103,13 +103,13 @@ computers.
|
|||
; more than adequate.
|
||||
;
|
||||
; Note: The PS/2 version is assembled by setting the symbol PS2 to 1.
|
||||
; PS2 must be set to 1 on PS/2 computers because the PS/2’s
|
||||
; PS2 must be set to 1 on PS/2 computers because the PS/2's
|
||||
; timers are not compatible with an undocumented timer-stopping
|
||||
; feature of the 8253; the alternative timing approach that
|
||||
; must be used on PS/2 computers leaves a short window
|
||||
; during which the timer 0 count and the BIOS timer count may
|
||||
; not be synchronized. You should also set the PS2 symbol to
|
||||
; 1 if you’re getting erratic or obviously incorrect results.
|
||||
; 1 if you're getting erratic or obviously incorrect results.
|
||||
;
|
||||
; Note: When PS2 is 0, the code relies on an undocumented 8253
|
||||
; feature to get more reliable readings. It is possible that
|
||||
|
|
@ -140,7 +140,7 @@ computers.
|
|||
;
|
||||
; Note: These routines can introduce inaccuracies of up to a few
|
||||
; tenths of a second into the system clock count for each
|
||||
; code section timed. Consequently, it’s a good idea to
|
||||
; code section timed. Consequently, it's a good idea to
|
||||
; reboot at the conclusion of timing sessions. (The
|
||||
; battery-backed clock, if any, is not affected by the Zen
|
||||
; timer.)
|
||||
|
|
@ -148,7 +148,7 @@ computers.
|
|||
; All registers and all flags are preserved by all routines.
|
||||
;
|
||||
|
||||
Code segment word public ‘CODE’
|
||||
Code segment word public ‘CODE'
|
||||
assume cs: Code, ds:nothing
|
||||
public ZTimerOn, ZTimerOff, ZTimerReport
|
||||
|
||||
|
|
@ -157,7 +157,7 @@ computers.
|
|||
; system; when PS2 is 0, the readings are more reliable if the
|
||||
; computer supports the undocumented timer-stopping feature,
|
||||
; but may be badly off if that feature is not supported. In
|
||||
; fact, timer-stopping may interfere with your computer’s
|
||||
; fact, timer-stopping may interfere with your computer's
|
||||
; overall operation by putting the 8253 into an undefined or
|
||||
; incorrect state. Use with caution!!!
|
||||
;
|
||||
|
|
@ -231,10 +231,10 @@ computers.
|
|||
OutputStr labelbyte
|
||||
db 0dh, 0ah, ‘Timed count: ‘
|
||||
TimedCountStr db10 dup (?)
|
||||
db’ microseconds’, 0dh, 0ah
|
||||
db ‘$’
|
||||
db' microseconds', 0dh, 0ah
|
||||
db ‘$'
|
||||
;
|
||||
; Temporary storage for timed count as it’s divided down by powers
|
||||
; Temporary storage for timed count as it's divided down by powers
|
||||
; of ten when converting from doubleword binary to ASCII.
|
||||
;
|
||||
CurrentCountLow dw ?
|
||||
|
|
@ -262,25 +262,25 @@ computers.
|
|||
;
|
||||
TurnOverStrlabelbyte
|
||||
db 0dh, 0ah
|
||||
db ‘****************************************************’
|
||||
db ‘****************************************************'
|
||||
db 0dh, 0ah
|
||||
db’* Either midnight passed or an hour or more passed *’
|
||||
db'* Either midnight passed or an hour or more passed *'
|
||||
db 0dh, 0ah
|
||||
db’* while timing was in progress. If the former was *’
|
||||
db'* while timing was in progress. If the former was *'
|
||||
db 0dh, 0ah
|
||||
db’* the case, please rerun the test; if the latter *’
|
||||
db'* the case, please rerun the test; if the latter *'
|
||||
db 0dh, 0ah
|
||||
db’* was the case, the test code takes too long to *’
|
||||
db'* was the case, the test code takes too long to *'
|
||||
db 0dh, 0ah
|
||||
db’* run to be timed by the long-period Zen timer. *’
|
||||
db'* run to be timed by the long-period Zen timer. *'
|
||||
db 0dh, 0ah
|
||||
db ‘* Suggestions: use the DOS TIME command, the DOS *’
|
||||
db ‘* Suggestions: use the DOS TIME command, the DOS *'
|
||||
db 0dh, 0ah
|
||||
db ‘* time function, or a watch. *’
|
||||
db ‘* time function, or a watch. *'
|
||||
db 0dh, 0ah
|
||||
db ‘****************************************************’
|
||||
db ‘****************************************************'
|
||||
db 0dh, 0ah
|
||||
db’$’
|
||||
db'$'
|
||||
|
||||
;********************************************************************
|
||||
;* Routine called to start timing. *
|
||||
|
|
@ -302,7 +302,7 @@ computers.
|
|||
mov al,00110100b ;mode 2
|
||||
out MODE_8253,al
|
||||
;
|
||||
; Set the timer count to 0, so we know we won’t get another
|
||||
; Set the timer count to 0, so we know we won't get another
|
||||
; timer interrupt right away.
|
||||
; Note: this introduces an inaccuracy of up to 54 ms in the system
|
||||
; clock count each time it is executed.
|
||||
|
|
@ -329,7 +329,7 @@ computers.
|
|||
;
|
||||
; Store the timing start BIOS count.
|
||||
; (Since the timer count was just set to 0, the BIOS count will
|
||||
; stay the same for the next 54 ms, so we don’t need to disable
|
||||
; stay the same for the next 54 ms, so we don't need to disable
|
||||
; interrupts in order to avoid getting a half-changed count.)
|
||||
;
|
||||
push ds
|
||||
|
|
@ -394,12 +394,12 @@ computers.
|
|||
;
|
||||
; This is where a one-instruction-long window exists on the PS/2.
|
||||
; The timer count and the BIOS count can lose synchronization;
|
||||
; since the timer keeps counting after it’s latched, it can turn
|
||||
; over right after it’s latched and cause the BIOS count to turn
|
||||
; since the timer keeps counting after it's latched, it can turn
|
||||
; over right after it's latched and cause the BIOS count to turn
|
||||
; over before interrupts are disabled, leaving us with the timer
|
||||
; count from before the timer turned over coupled with the BIOS
|
||||
; count from after the timer turned over. The result is a count
|
||||
; that’s 54 ms too long.
|
||||
; that's 54 ms too long.
|
||||
;
|
||||
|
||||
else
|
||||
|
|
@ -420,7 +420,7 @@ computers.
|
|||
cli ;stop the BIOS count
|
||||
;
|
||||
; Read the BIOS count. (Since interrupts are disabled, the BIOS
|
||||
; count won’t change.)
|
||||
; count won't change.)
|
||||
;
|
||||
push ds
|
||||
sub ax,ax
|
||||
|
|
@ -526,9 +526,9 @@ computers.
|
|||
|
||||
;
|
||||
; Called by ZTimerOff to stop the timer and add the result to
|
||||
; ReferenceCount for overhead measurements. Doesn’t need to look
|
||||
; ReferenceCount for overhead measurements. Doesn't need to look
|
||||
; at the BIOS count because timing a zero-length code fragment
|
||||
; isn’t going to take anywhere near 54 ms.
|
||||
; isn't going to take anywhere near 54 ms.
|
||||
;
|
||||
|
||||
ReferenceZTimerOff procnear
|
||||
|
|
@ -596,8 +596,8 @@ computers.
|
|||
;
|
||||
mov ax,[StartBIOSCountHigh]
|
||||
cmp ax,[EndBIOSCountHigh]
|
||||
jz CalcBIOSTime ;hour count didn’t change,
|
||||
; so everything’s fine
|
||||
jz CalcBIOSTime ;hour count didn't change,
|
||||
; so everything's fine
|
||||
inc ax
|
||||
cmp ax,[EndBIOSCountHigh]
|
||||
jnz TestTooLong ;midnight or two hour
|
||||
|
|
@ -606,14 +606,14 @@ computers.
|
|||
mov ax,[EndBIOSCountLow]
|
||||
cmp ax,[StartBIOSCountLow]
|
||||
jb CalcBIOSTime ;a single hour boundary
|
||||
; passed--that’s OK, so long as
|
||||
; the total time wasn’t more
|
||||
; passed--that's OK, so long as
|
||||
; the total time wasn't more
|
||||
; than an hour
|
||||
|
||||
;
|
||||
; Over an hour elapsed or midnight passed during timing, which
|
||||
; renders the results invalid. Notify the user. This misses the
|
||||
; case where a multiple of 24 hours has passed, but we’ll rely
|
||||
; case where a multiple of 24 hours has passed, but we'll rely
|
||||
; on the perspicacity of the user to detect that case.
|
||||
;
|
||||
TestTooLong:
|
||||
|
|
@ -665,7 +665,7 @@ computers.
|
|||
mov di,offset PowersOfTenEnd - offset PowersOfTen - 4
|
||||
mov si,offset TimedCountStr
|
||||
CTSNextDigit:
|
||||
mov bl,’0’
|
||||
mov bl,'0'
|
||||
CTSLoop:
|
||||
mov ax,[CurrentCountLow]
|
||||
mov dx,[CurrentCountHigh]
|
||||
|
|
|
|||
20
03-08.md
20
03-08.md
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
Moreover, because it uses an undocumented feature, the timer-stop
|
||||
approach could conceivably cause erratic 8253 operation, which could in
|
||||
turn seriously affect your computer’s operation until the next reboot.
|
||||
In non-8253-compatible systems, I’ve observed not only wildly incorrect
|
||||
turn seriously affect your computer's operation until the next reboot.
|
||||
In non-8253-compatible systems, I've observed not only wildly incorrect
|
||||
timing results, but also failure of a diskette drive to operate properly
|
||||
after the long-period Zen timer with **PS2** set to 0 has run, so be
|
||||
alert for signs of trouble if you do set **PS2** to 0.
|
||||
|
|
@ -17,7 +17,7 @@ each code-timing session.) You should *immediately* reboot and set the
|
|||
with the long-period Zen timer when **PS2** is set to 0. If you want to
|
||||
set **PS2** to 0, it would be a good idea to time a few of the listings
|
||||
in this book with **PS2** set first to 1 and then to 0, to make sure
|
||||
that the results match. If they’re consistently different, you should
|
||||
that the results match. If they're consistently different, you should
|
||||
set **PS2** to 1.
|
||||
|
||||
While the the non-PS/2 version is more dangerous than the PS/2 version,
|
||||
|
|
@ -29,15 +29,15 @@ If you do leave the **PS2** equate at 1 in Listing 3.5, you should
|
|||
repeat each code-timing run several times before relying on the results
|
||||
to be accurate to more than 54 ms, since variations may result from the
|
||||
possible lack of synchronization between the timer 0 count and the BIOS
|
||||
time-of-day count. In fact, it’s a good idea to time code more than once
|
||||
no matter which version of the long-period Zen timer you’re using, since
|
||||
time-of-day count. In fact, it's a good idea to time code more than once
|
||||
no matter which version of the long-period Zen timer you're using, since
|
||||
interrupts, which must be enabled in order for the long-period timer to
|
||||
work properly, may occur at any time and can alter execution time
|
||||
substantially.
|
||||
|
||||
Finally, please note that the *precision* Zen timer works perfectly well
|
||||
on both PS/2 and non-PS/2 computers. The PS/2 and 8253 considerations
|
||||
we’ve just discussed apply *only* to the longZen timer.
|
||||
we've just discussed apply *only* to the longZen timer.
|
||||
|
||||
### Example Use of the Long-Period Zen Timer {#Heading14}
|
||||
|
||||
|
|
@ -49,7 +49,7 @@ the code being timed takes too long for the precision timer to handle,
|
|||
all you have to do is link in the long-period timer instead.
|
||||
|
||||
Listing 3.6 shows a test-bed program for the long-period Zen timer.
|
||||
While this program is similar to Listing 3.2, it’s worth noting that
|
||||
While this program is similar to Listing 3.2, it's worth noting that
|
||||
Listing 3.6 waits for a few seconds before calling **ZTimerOn**, thereby
|
||||
allowing any pending keyboard interrupts to be processed. Since
|
||||
interrupts must be left on in order to time periods longer than 54 ms,
|
||||
|
|
@ -72,11 +72,11 @@ timing.
|
|||
;
|
||||
; By Michael Abrash
|
||||
;
|
||||
mystack segment para stack ‘STACK’
|
||||
mystack segment para stack ‘STACK'
|
||||
db 512 dup(?)
|
||||
mystack ends
|
||||
;
|
||||
Code segment para public ‘CODE’
|
||||
Code segment para public ‘CODE'
|
||||
assume cs:Code, ds:Code
|
||||
extrn ZTimerOn:near, ZTimerOff:near, ZTimerReport:near
|
||||
Startproc near
|
||||
|
|
@ -102,7 +102,7 @@ timing.
|
|||
add dh,60 ;yes, a minute must have turned over,
|
||||
; so add one minute
|
||||
CheckDelayTime:
|
||||
sub dh,bh ;get time that’s passed
|
||||
sub dh,bh ;get time that's passed
|
||||
cmp dh,7 ;has it been more than 6 seconds yet?
|
||||
jb DelayLoop ;not yet
|
||||
;
|
||||
|
|
|
|||
10
03-09.md
10
03-09.md
|
|
@ -13,7 +13,7 @@
|
|||
rem * long-period Zen timer program LZTEST.EXE to time the code *
|
||||
rem * named as the command-line parameter. Listing 3.5 must be *
|
||||
rem * named LZTIMER.ASM, and Listing 3.6 must be named *
|
||||
rem * LZTEST.ASM. To time the code in LST3-8, you’d type the *
|
||||
rem * LZTEST.ASM. To time the code in LST3-8, you'd type the *
|
||||
rem * DOS command: *
|
||||
rem * *
|
||||
rem * lztime lst3-8 *
|
||||
|
|
@ -45,7 +45,7 @@
|
|||
:ckexist
|
||||
if exist %1 goto docopy
|
||||
echo ***************************************************************
|
||||
echo * The specified file, “%1,” doesn’t exist. *
|
||||
echo * The specified file, "%1," doesn't exist. *
|
||||
echo ***************************************************************
|
||||
goto end
|
||||
rem
|
||||
|
|
@ -127,7 +127,7 @@ designed to be called from assembly language; some relatively minor
|
|||
modifications are required before the **ZTimerOn** (start timer),
|
||||
**ZTimerOff** (stop timer), and **ZTimerReport** (display timing
|
||||
results) routines can be called from C. There are two separate cases to
|
||||
be dealt with here: small code model and large; I’ll tackle the simpler
|
||||
be dealt with here: small code model and large; I'll tackle the simpler
|
||||
one, the small code model, first.
|
||||
|
||||
Altering the Zen timer for linking to a small code model C program
|
||||
|
|
@ -137,9 +137,9 @@ involves the following steps: **C** hange **ZTimerOn** to
|
|||
**\_TEXT** . Figure 3.2 shows the line numbers and new states of all
|
||||
lines from Listing 3.1 that must be changed. These changes convert the
|
||||
code to use C-style external label names and the small model C code
|
||||
segment. (In C++, use the “C” specifier, as in
|
||||
segment. (In C++, use the "C" specifier, as in
|
||||
|
||||
extern “C” ZTimerOn(void);
|
||||
extern "C" ZTimerOn(void);
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
[Previous](03-08.html) [Table of Contents](index.html) [Next](03-10.html)
|
||||
|
|
|
|||
36
03-10.md
36
03-10.md
|
|
@ -3,9 +3,9 @@
|
|||
------------------------ --------------------------------- --------------------
|
||||
|
||||
when declaring the timer routines **extern**, so that name-mangling
|
||||
doesn’t occur, and the linker can find the routines’ C-style names.)
|
||||
doesn't occur, and the linker can find the routines' C-style names.)
|
||||
|
||||
That’s all it takes; after doing this, you’ll be able to use the Zen
|
||||
That's all it takes; after doing this, you'll be able to use the Zen
|
||||
timer from C, as, for example, in:
|
||||
|
||||
ZTimerOn():
|
||||
|
|
@ -14,14 +14,14 @@ timer from C, as, for example, in:
|
|||
ZTimerOff();
|
||||
ZTimerReport();
|
||||
|
||||
(I’m talking about the precision timer here. The long-period
|
||||
(I'm talking about the precision timer here. The long-period
|
||||
timer—Listing 3.5—requires the same modifications, but to different
|
||||
lines.)
|
||||
|
||||
\
|
||||
**Figure 3.2** *Changes for use with small code model C.*
|
||||
|
||||
Altering the Zen timer for use in C’s large code model is a tad more
|
||||
Altering the Zen timer for use in C's large code model is a tad more
|
||||
complex, because in addition to the above changes, all functions,
|
||||
including the internal reference timing routines that are used to
|
||||
calculate overhead so it can be subtracted out, must be converted to
|
||||
|
|
@ -49,7 +49,7 @@ with
|
|||
(and likewise for **ReferenceZTimerOff** ), which works because
|
||||
**ReferenceZTimerOn** is in the same segment as the calling code. This
|
||||
is normally a great optimization, being both smaller and faster than a
|
||||
far call. However, it’s not so great for the Zen
|
||||
far call. However, it's not so great for the Zen
|
||||
|
||||
\
|
||||
**Figure 3.3** *Changes for use with large code model C.*
|
||||
|
|
@ -61,24 +61,24 @@ to push/near call pairs within the Zen timer module, TASM makes it
|
|||
impossible to emulate exactly the overhead of the Zen timer, and makes
|
||||
timings slightly (about 16 cycles on a 386) less accurate.
|
||||
|
||||
What’s the solution? Put the **NOSMART** directive at the start of the
|
||||
What's the solution? Put the **NOSMART** directive at the start of the
|
||||
Zen timer code. This directive instructs TASM to turn off all
|
||||
optimizations, including converting far calls to push/near call pairs.
|
||||
By the way, there is, to the best of my knowledge, no such problem with
|
||||
MASM up through version 5.10A.
|
||||
|
||||
In my mind, the whole business of optimizing assemblers is a mixed
|
||||
blessing. In general, it’s nice to have the assembler shortening jumps
|
||||
blessing. In general, it's nice to have the assembler shortening jumps
|
||||
and selecting sign-extended forms of instructions for you. On the other
|
||||
hand, the benefits of tricks like substituting push/near call pairs for
|
||||
far calls are relatively small, and those tricks can get in the way when
|
||||
complete control is needed. Sure, complete control is needed very
|
||||
rarely, but when it is, optimizing assemblers can cause subtle problems;
|
||||
I discovered TASM’s alteration of far calls only because I happened to
|
||||
I discovered TASM's alteration of far calls only because I happened to
|
||||
view the code in the debugger, and you might want to do the same if
|
||||
you’re using a recent version of MASM.
|
||||
you're using a recent version of MASM.
|
||||
|
||||
I’ve tested the changes shown in Figures 3.2 and 3.3 with TASM and
|
||||
I've tested the changes shown in Figures 3.2 and 3.3 with TASM and
|
||||
Borland C++ 4.0, and also with the latest MASM and Microsoft C/C++
|
||||
compiler.
|
||||
|
||||
|
|
@ -86,21 +86,21 @@ compiler.
|
|||
|
||||
For those of you who wish to pursue the mechanics of code measurement
|
||||
further, one good article about measuring code performance with the 8253
|
||||
timer is “Programming Insight: High-Performance Software Analysis on the
|
||||
IBM PC,” by Byron Sheppard, which appeared in the January, 1987 issue of
|
||||
timer is "Programming Insight: High-Performance Software Analysis on the
|
||||
IBM PC," by Byron Sheppard, which appeared in the January, 1987 issue of
|
||||
*Byte*. For complete if somewhat cryptic information on the 8253 timer
|
||||
itself, I refer you to Intel’s *Microsystem Components Handbook*, which
|
||||
itself, I refer you to Intel's *Microsystem Components Handbook*, which
|
||||
is also a useful reference for a number of other PC components,
|
||||
including the 8259 Programmable Interrupt Controller and the 8237 DMA
|
||||
Controller. For details about the way the 8253 is used in the PC, as
|
||||
well as a great deal of additional information about the PC’s hardware
|
||||
and BIOS resources, I suggest you consult IBM’s series of technical
|
||||
well as a great deal of additional information about the PC's hardware
|
||||
and BIOS resources, I suggest you consult IBM's series of technical
|
||||
reference manuals for the PC, XT, AT, Model 30, and microchannel
|
||||
computers, such as the Models 50, 60, and 80.
|
||||
|
||||
For our purposes, however, it’s not critical that you understand exactly
|
||||
For our purposes, however, it's not critical that you understand exactly
|
||||
how the Zen timer works. All you really need to know is what the Zen
|
||||
timer can do and how to use it, and we’ve accomplished that in this
|
||||
timer can do and how to use it, and we've accomplished that in this
|
||||
chapter.
|
||||
|
||||
#### Armed with the Zen Timer, Onward and Upward {#Heading18}
|
||||
|
|
@ -123,7 +123,7 @@ of the inaccuracy introduced by the Zen timer becomes less over longer
|
|||
periods.
|
||||
|
||||
Imperfections notwithstanding, the Zen timer is a good tool for
|
||||
exploring C code and x86 family assembly language, and it’s a tool we’ll
|
||||
exploring C code and x86 family assembly language, and it's a tool we'll
|
||||
use frequently for the remainder of this book.
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
|
|
|||
52
04-01.md
52
04-01.md
|
|
@ -21,19 +21,19 @@ of PC programmers to pedal-to-the-metal optimization.
|
|||
This chapter focuses almost entirely on the first popular x86-family
|
||||
processor, the 8088. Some of the specific features and results that I
|
||||
cite in this chapter are no longer applicable to modern x86-family
|
||||
processors such as the 486 and Pentium, as I’ll point out later on when
|
||||
processors such as the 486 and Pentium, as I'll point out later on when
|
||||
we discuss those processors. Nonetheless, the overall theme of this
|
||||
chapter—that understanding dimly-seen and poorly-documented code
|
||||
gremlins called cycle-eaters that lurk in your system is essential to
|
||||
performance programming—is every bit as valid today. Also, later
|
||||
chapters often refer back to the basic cycle-eaters described in this
|
||||
chapter, so this chapter is the foundation for the discussions of
|
||||
x86-family optimization to come. What’s more, the Zen timer remains an
|
||||
x86-family optimization to come. What's more, the Zen timer remains an
|
||||
excellent tool with which to flush out and examine cycle-eaters, as
|
||||
we’ll see in later chapters, and this chapter is as good an illustration
|
||||
of how to use the Zen timer as you’re likely to find.
|
||||
we'll see in later chapters, and this chapter is as good an illustration
|
||||
of how to use the Zen timer as you're likely to find.
|
||||
|
||||
So, don’t take either the absolute or the relative execution times
|
||||
So, don't take either the absolute or the relative execution times
|
||||
presented in this chapter as gospel for newer processors, and read on to
|
||||
later chapters to see how the cycle-eaters and optimization rules have
|
||||
changed over time, but do take the time to at least skim through this
|
||||
|
|
@ -46,8 +46,8 @@ Programming has many levels, ranging from the familiar (high-level
|
|||
languages, DOS calls, and the like) down to the esoteric things that lie
|
||||
on the shadowy edge of hardware-land. I call these *cycle-eaters*
|
||||
because, like the monsters in a bad 50s horror movie, they lurk in those
|
||||
shadows, taking their share of your program’s performance without regard
|
||||
to the forces of goodness or the U.S. Army. In this chapter, we’re going
|
||||
shadows, taking their share of your program's performance without regard
|
||||
to the forces of goodness or the U.S. Army. In this chapter, we're going
|
||||
to jump right in at the lowest level by examining the cycle-eaters that
|
||||
live beneath the programming interface; that is, beneath your
|
||||
application, DOS, and BIOS—in fact, beneath the instruction set itself.
|
||||
|
|
@ -55,15 +55,15 @@ application, DOS, and BIOS—in fact, beneath the instruction set itself.
|
|||
Why start at the lowest level? Simply because cycle-eaters affect the
|
||||
performance of all assembler code, and yet are almost unknown to most
|
||||
programmers. A full understanding of code optimization requires an
|
||||
understanding of cycle-eaters and their implications. That’s no simple
|
||||
understanding of cycle-eaters and their implications. That's no simple
|
||||
task, and in fact it is in precisely that area that most books and
|
||||
articles about assembly programming fall short.
|
||||
|
||||
Nearly all literature on assembly programming discusses only the
|
||||
programming interface: the instruction set, the registers, the flags,
|
||||
and the BIOS and DOS calls. Those topics cover the functionality of
|
||||
assembly programs most thoroughly—but it’s performance above all else
|
||||
that we’re after. No one ever tells you about the raw stuff of
|
||||
assembly programs most thoroughly—but it's performance above all else
|
||||
that we're after. No one ever tells you about the raw stuff of
|
||||
performance, which lies *beneath* the programming interface, in the
|
||||
dimly-seen realm—populated by instruction prefetching, dynamic RAM
|
||||
refresh, and wait states—where software meets hardware. This area is the
|
||||
|
|
@ -78,56 +78,56 @@ Which brings us to cycle-eaters.
|
|||
|
||||
Cycle-eaters are gremlins that live on the bus or in peripherals (and
|
||||
sometimes within the CPU itself), slowing the performance of PC code so
|
||||
that it doesn’t execute at full speed. Most cycle-eaters (and all of
|
||||
those haunting the older Intel processors) live outside the CPU’s
|
||||
that it doesn't execute at full speed. Most cycle-eaters (and all of
|
||||
those haunting the older Intel processors) live outside the CPU's
|
||||
Execution Unit, where they can *only* affect the CPU when the CPU
|
||||
performs a bus access (a memory or I/O read or write). Once your code
|
||||
and data are already inside the CPU, those cycle-eaters can no longer be
|
||||
a problem. Only on the 486 and Pentium CPUs will you find cycle-eaters
|
||||
inside the chip, as we’ll see in later chapters.
|
||||
inside the chip, as we'll see in later chapters.
|
||||
|
||||
The nature and severity of the cycle-eaters vary enormously from
|
||||
processor to processor, and (especially) from memory architecture to
|
||||
memory architecture. In order to understand them all, we need first to
|
||||
understand the simplest among them, those that haunted the original
|
||||
8088-based IBM PC. Later on in this book, I’ll be better able to explain
|
||||
8088-based IBM PC. Later on in this book, I'll be better able to explain
|
||||
the newer generation of cycle-eaters in terms of those ancestral
|
||||
cycle-eaters—but we have to get the groundwork down first.
|
||||
|
||||
#### The 8088’s Ancestral Cycle-Eaters {#Heading5}
|
||||
#### The 8088's Ancestral Cycle-Eaters {#Heading5}
|
||||
|
||||
Internally, the 8088 is a 16-bit processor, capable of running at full
|
||||
speed at all times—unless external data is required. External data must
|
||||
traverse the 8088’s external data bus and the PC’s data bus one byte at
|
||||
traverse the 8088's external data bus and the PC's data bus one byte at
|
||||
a time to and from peripherals, with cycle-eaters lurking along every
|
||||
step of the way. What’s more, external data includes not only memory
|
||||
step of the way. What's more, external data includes not only memory
|
||||
operands *but also instruction bytes,* so even instructions with no
|
||||
memory operands can suffer from cycle-eaters. Since some of the 8088’s
|
||||
fastest instructions are register-only instructions, that’s important
|
||||
memory operands can suffer from cycle-eaters. Since some of the 8088's
|
||||
fastest instructions are register-only instructions, that's important
|
||||
indeed.
|
||||
|
||||
The major cycle-eaters are:
|
||||
|
||||
- The 8088’s 8-bit external data bus.
|
||||
- The 8088's 8-bit external data bus.
|
||||
- The prefetch queue.
|
||||
- Dynamic RAM refresh.
|
||||
- Wait states, notably display memory wait states and, in the AT and
|
||||
80386 computers, system memory wait states.
|
||||
|
||||
The locations of these cycle-eaters in the primordial 8088-based PC are
|
||||
shown in Figure 4.1. We’ll cover each of the cycle-eaters in turn in
|
||||
this chapter. The material won’t be easy since cycle-eaters are among
|
||||
shown in Figure 4.1. We'll cover each of the cycle-eaters in turn in
|
||||
this chapter. The material won't be easy since cycle-eaters are among
|
||||
the most subtle aspects of assembly programming. By the same token,
|
||||
however, this will be one of the most important and rewarding chapters
|
||||
in this book. Don’t worry if you don’t catch everything in this chapter,
|
||||
in this book. Don't worry if you don't catch everything in this chapter,
|
||||
but do read it all even if the going gets a bit tough. Cycle-eaters play
|
||||
a key role in later chapters, so some familiarity with them is highly
|
||||
desirable.
|
||||
|
||||
### The 8-Bit Bus Cycle-Eater {#Heading6}
|
||||
|
||||
*Look! Down on the motherboard! It’s a 16-bit processor! It’s an 8-bit
|
||||
processor! It’s...*
|
||||
*Look! Down on the motherboard! It's a 16-bit processor! It's an 8-bit
|
||||
processor! It's...*
|
||||
|
||||
...an 8088!
|
||||
|
||||
|
|
@ -138,7 +138,7 @@ processor.
|
|||
|
||||
The 8088 is internally a full 16-bit processor, equivalent to an 8086.
|
||||
(In fact, the 8086 is identical to the 8088, except that it has a full
|
||||
16-bit bus. The 8088 is basically the poor man’s 8086, because it allows
|
||||
16-bit bus. The 8088 is basically the poor man's 8086, because it allows
|
||||
a cheaper—albeit slower—system to be built, thanks to the half-sized
|
||||
bus.) In terms of the instruction set, the 8088 is clearly a 16-bit
|
||||
processor, capable of performing any given 16-bit operation—addition,
|
||||
|
|
|
|||
24
04-02.md
24
04-02.md
|
|
@ -9,12 +9,12 @@
|
|||
**Figure 4.2** *Internal data bus widths of the 8088.*
|
||||
|
||||
As shown in Figure 4.1, the 8-bit bus cycle-eater lies squarely on the
|
||||
8088’s external data bus. Technically, it might be more accurate to
|
||||
8088's external data bus. Technically, it might be more accurate to
|
||||
place this cycle-eater in the Bus Interface Unit, which breaks 16-bit
|
||||
memory accesses into paired 8-bit accesses, but it is really the limited
|
||||
width of the external data bus that constricts data flow into and out of
|
||||
the 8088. True, the original PC’s bus is also only 8 bits wide, but
|
||||
that’s just to match the 8088’s 8-bit bus; even if the PC’s bus were 16
|
||||
the 8088. True, the original PC's bus is also only 8 bits wide, but
|
||||
that's just to match the 8088's 8-bit bus; even if the PC's bus were 16
|
||||
bits wide, data could still pass into and out of the 8088 chip itself
|
||||
only 1 byte at a time.
|
||||
|
||||
|
|
@ -43,7 +43,7 @@ doubleword from memory in two halves.
|
|||
|
||||
One obvious effect of the 8-bit bus cycle-eater is that word-sized
|
||||
accesses to memory operands on the 8088 take 4 cycles longer than
|
||||
byte-sized accesses. That’s why the official instruction timings
|
||||
byte-sized accesses. That's why the official instruction timings
|
||||
indicate that for code running on an 8088 an additional 4 cycles are
|
||||
required for every word-sized access to a memory operand. For instance,
|
||||
|
||||
|
|
@ -54,11 +54,11 @@ takes 4 cycles longer to read the word at address **MemVar** than
|
|||
mov al,byte ptr [MemVar]
|
||||
|
||||
takes to read the byte at address **MemVar.** (Actually, the difference
|
||||
between the two isn’t very likely to be exactly 4 cycles, for reasons
|
||||
between the two isn't very likely to be exactly 4 cycles, for reasons
|
||||
that will become clear once we discuss the prefetch queue and dynamic
|
||||
RAM refresh cycle-eaters later in this chapter.)
|
||||
|
||||
What’s more, in some cases one instruction can perform multiple
|
||||
What's more, in some cases one instruction can perform multiple
|
||||
word-sized accesses, incurring that 4-cycle penalty on each access. For
|
||||
example, adding a value to a word-sized memory variable requires two
|
||||
word-sized accesses—one to read the destination operand from memory
|
||||
|
|
@ -79,7 +79,7 @@ accesses x 4 cycles, or *524,280 cycles* to the 8-bit bus cycle-eater!
|
|||
In other words, one 8088 instruction (admittedly, an instruction that
|
||||
does a great deal) can take over one-tenth of a second longer on an 8088
|
||||
than on an 8086, simply because of the 8-bit bus. *One-tenth of a
|
||||
second!* That’s a phenomenally long time in computer terms; in one-tenth
|
||||
second!* That's a phenomenally long time in computer terms; in one-tenth
|
||||
of a second, the 8088 can perform more than 50,000 additions and
|
||||
subtractions.
|
||||
|
||||
|
|
@ -98,7 +98,7 @@ The obvious implication of the 8-bit bus cycle-eater is that byte-sized
|
|||
memory variables should be used whenever possible. After all, the 8088
|
||||
performs *byte-sized* memory accesses just as quickly as the 8086. For
|
||||
instance, Listing 4.1, which uses a byte-sized memory variable as a loop
|
||||
counter, runs in 10.03 s per loop. That’s 20 percent faster than the
|
||||
counter, runs in 10.03 s per loop. That's 20 percent faster than the
|
||||
12.05 µs per loop execution time of Listing 4.2, which uses a word-sized
|
||||
counter. Why the difference in execution times? Simply because each
|
||||
word-sized **DEC** performs 4 byte-sized memory accesses (two to read
|
||||
|
|
@ -138,18 +138,18 @@ in all.
|
|||
jnz LoopTop
|
||||
call ZTimerOff
|
||||
|
||||
I’d like to make a brief aside concerning code optimization in the
|
||||
listings in this book. Throughout this book I’ve modeled the sample code
|
||||
I'd like to make a brief aside concerning code optimization in the
|
||||
listings in this book. Throughout this book I've modeled the sample code
|
||||
after working code so that the timing results are applicable to
|
||||
real-world programming. In Listings 4.1 and 4.2, for example, I could
|
||||
have shown a still greater advantage for byte-sized operands simply by
|
||||
performing 1,000 **DEC** instructions in a row, with no branching at
|
||||
all. However, **DEC** instructions don’t exist in a vacuum, so in the
|
||||
all. However, **DEC** instructions don't exist in a vacuum, so in the
|
||||
listings I used code that both decremented the counter and tested the
|
||||
result. The difference is that between decrementing a memory location
|
||||
(simply an instruction) and using a loop counter (a functional
|
||||
instruction sequence). If you come across code in this book that seems
|
||||
less than optimal, it’s simply due to my desire to provide code that’s
|
||||
less than optimal, it's simply due to my desire to provide code that's
|
||||
relevant to real programming problems. On the other hand, optimal code
|
||||
is an elusive thing indeed; by no means should you assume that the code
|
||||
in this book is ideal! Examine it, question it, and improve upon it, for
|
||||
|
|
|
|||
56
04-03.md
56
04-03.md
|
|
@ -2,7 +2,7 @@
|
|||
[Previous](04-02.html) [Table of Contents](index.html) [Next](04-04.html)
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
||||
Back to the 8-bit bus cycle-eater. As I’ve said, in 8088 work you should
|
||||
Back to the 8-bit bus cycle-eater. As I've said, in 8088 work you should
|
||||
strive to use byte-sized memory variables whenever possible. That does
|
||||
*not* mean that you should use 2 byte-sized memory accesses to
|
||||
manipulate a word-sized memory variable in preference to 1 word-sized
|
||||
|
|
@ -18,16 +18,16 @@ versus:
|
|||
Recall that every access to a memory byte takes at least 4 cycles; that
|
||||
limitation is built right into the 8088. The 8088 is also built so that
|
||||
the second byte-sized memory access to a 16-bit memory variable takes
|
||||
just those 4 cycles and no more. There’s no way you can manipulate the
|
||||
just those 4 cycles and no more. There's no way you can manipulate the
|
||||
second byte of a word-sized memory variable faster with a second
|
||||
separate byte-sized instruction in less than 4 cycles. As a matter of
|
||||
fact, you’re bound to access that second byte much more slowly with a
|
||||
fact, you're bound to access that second byte much more slowly with a
|
||||
separate instruction, thanks to the overhead of instruction fetching and
|
||||
execution, address calculation, and the like.
|
||||
|
||||
For example, consider Listing 4.3, which performs 1,000 word-sized reads
|
||||
from memory. This code runs in 3.77 µs per word read on a 4.77 MHz 8088.
|
||||
That’s 45 percent faster than the 5.49 µs per word read of Listing 4.4,
|
||||
That's 45 percent faster than the 5.49 µs per word read of Listing 4.4,
|
||||
which reads the same 1,000 words as Listing 4.3 but does so with 2,000
|
||||
byte-sized reads. Both listings perform exactly the same number of
|
||||
memory accesses—2,000 accesses, each byte-sized, as all 8088 memory
|
||||
|
|
@ -67,14 +67,14 @@ efficient at that task than your code can possibly be.
|
|||
Word-sized variables should be stored in registers to the greatest
|
||||
feasible extent, since registers are inside the 8088, where 16-bit
|
||||
operations are just as fast as 8-bit operations because the 8-bit
|
||||
cycle-eater can’t get at them. In fact, it’s a good idea to keep as many
|
||||
cycle-eater can't get at them. In fact, it's a good idea to keep as many
|
||||
variables of all sorts in registers as you can. Instructions with
|
||||
register-only operands execute very rapidly, partially because they
|
||||
avoid both the time-consuming memory accesses and the lengthy address
|
||||
calculations associated with memory operands.
|
||||
|
||||
There is yet another reason why register operands are preferable to
|
||||
memory operands, and it’s an unexpected effect of the 8-bit bus
|
||||
memory operands, and it's an unexpected effect of the 8-bit bus
|
||||
cycle-eater. Instructions with only register operands tend to be shorter
|
||||
(in terms of bytes) than instructions with memory operands, and when it
|
||||
comes to performance, shorter is usually better. In order to explain why
|
||||
|
|
@ -82,32 +82,32 @@ that is true and how it relates to the 8-bit bus cycle-eater, I must
|
|||
diverge for a moment.
|
||||
|
||||
For the last few pages, you may well have been thinking that the 8-bit
|
||||
bus cycle-eater, while a nuisance, doesn’t seem particularly subtle or
|
||||
bus cycle-eater, while a nuisance, doesn't seem particularly subtle or
|
||||
difficult to quantify. After all, any instruction reference tells us
|
||||
exactly how many cycles each instruction loses to the 8-bit bus
|
||||
cycle-eater, doesn’t it?
|
||||
cycle-eater, doesn't it?
|
||||
|
||||
Yes and no. It’s true that in general we know approximately how much
|
||||
Yes and no. It's true that in general we know approximately how much
|
||||
longer a given instruction will take to execute with a word-sized memory
|
||||
operand than with a byte-sized operand, although the dynamic RAM refresh
|
||||
and wait state cycle-eaters (which I’ll cover a little later) can raise
|
||||
and wait state cycle-eaters (which I'll cover a little later) can raise
|
||||
the cost of the 8-bit bus cycle-eater considerably. However, *all*
|
||||
word-sized memory accesses lose 4 cycles to the 8-bit bus cycle-eater,
|
||||
and there’s one sort of word-sized memory access we haven’t discussed
|
||||
and there's one sort of word-sized memory access we haven't discussed
|
||||
yet: instruction fetching. The ugliest manifestation of the 8-bit bus
|
||||
cycle-eater is in fact the prefetch queue cycle-eater.
|
||||
|
||||
### The Prefetch Queue Cycle-Eater {#Heading9}
|
||||
|
||||
In an 8088 context, here’s the prefetch queue cycle-eater in a nutshell:
|
||||
The 8088’s 8-bit external data bus keeps the Bus Interface Unit from
|
||||
In an 8088 context, here's the prefetch queue cycle-eater in a nutshell:
|
||||
The 8088's 8-bit external data bus keeps the Bus Interface Unit from
|
||||
fetching instruction bytes as fast as the 16-bit Execution Unit can
|
||||
execute them, so the Execution Unit often lies idle while waiting for
|
||||
the next instruction byte to be fetched.
|
||||
|
||||
Exactly why does this happen? Recall that the 8088 is an 8086
|
||||
internally, but accesses word-sized memory data at only one-half the
|
||||
maximum rate of the 8086 due to the 8088’s 8-bit external data bus.
|
||||
maximum rate of the 8086 due to the 8088's 8-bit external data bus.
|
||||
Unfortunately, instructions are among the word-sized data the 8086
|
||||
fetches, meaning that the 8088 can fetch instructions at only one-half
|
||||
the speed of the 8086. On the other hand, the 8086-equivalent Execution
|
||||
|
|
@ -119,24 +119,24 @@ up idling while waiting for instructions bytes to arrive.
|
|||
The BIU can fetch instruction bytes at a maximum rate of one byte every
|
||||
4 cycles—*and that 4-cycle per instruction byte rate is the ultimate
|
||||
limit on overall instruction execution time, regardless of EU speed.*
|
||||
While the EU may execute a given instruction that’s already in the
|
||||
prefetch queue in less than 4 cycles per byte, over time the EU can’t
|
||||
execute instructions any faster than they can arrive—and they can’t
|
||||
While the EU may execute a given instruction that's already in the
|
||||
prefetch queue in less than 4 cycles per byte, over time the EU can't
|
||||
execute instructions any faster than they can arrive—and they can't
|
||||
arrive faster than 1 byte every 4 cycles.
|
||||
|
||||
Clearly, then, the prefetch queue cycle-eater is nothing more than one
|
||||
aspect of the 8-bit bus cycle-eater. 8088 code often runs at less than
|
||||
the Execution Unit’s maximum speed because the 8-bit data bus can’t keep
|
||||
up with the demand for instruction bytes. That’s straightforward
|
||||
the Execution Unit's maximum speed because the 8-bit data bus can't keep
|
||||
up with the demand for instruction bytes. That's straightforward
|
||||
enough—so why all the fuss about the prefetch queue cycle-eater?
|
||||
|
||||
What makes the prefetch queue cycle-eater tricky is that it’s
|
||||
What makes the prefetch queue cycle-eater tricky is that it's
|
||||
undocumented and unpredictable. That is, with a word-sized memory
|
||||
access, such as
|
||||
|
||||
mov [bx],ax
|
||||
|
||||
it’s well-documented that an extra 4 cycles will always be required to
|
||||
it's well-documented that an extra 4 cycles will always be required to
|
||||
write the upper byte of AX to memory. Not so with the prefetch queue
|
||||
cycle-eater lurking nearby. For instance, the instructions
|
||||
|
||||
|
|
@ -147,17 +147,17 @@ cycle-eater lurking nearby. For instance, the instructions
|
|||
shr ax,1
|
||||
|
||||
should execute in 10 cycles, since each **SHR** takes 2 cycles to
|
||||
execute, according to Intel’s specifications. Those specifications
|
||||
contain Intel’s official instruction execution times, but in this
|
||||
execute, according to Intel's specifications. Those specifications
|
||||
contain Intel's official instruction execution times, but in this
|
||||
case—and in many others—the specifications are drastically wrong. Why?
|
||||
Because they describe execution time *once an instruction reaches the
|
||||
prefetch queue.* They say nothing about whether a given instruction will
|
||||
be in the prefetch queue when it’s time for that instruction to run, or
|
||||
be in the prefetch queue when it's time for that instruction to run, or
|
||||
how long it will take that instruction to reach the prefetch queue if
|
||||
it’s not there already. Thanks to the low performance of the 8088’s
|
||||
external data bus, that’s a glaring omission—but, alas, an unavoidable
|
||||
one. Let’s look at why the official execution times are wrong, and why
|
||||
that can’t be helped.
|
||||
it's not there already. Thanks to the low performance of the 8088's
|
||||
external data bus, that's a glaring omission—but, alas, an unavoidable
|
||||
one. Let's look at why the official execution times are wrong, and why
|
||||
that can't be helped.
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
[Previous](04-02.html) [Table of Contents](index.html) [Next](04-04.html)
|
||||
|
|
|
|||
32
04-04.md
32
04-04.md
|
|
@ -9,16 +9,16 @@ long. That means that it can never execute in less than 24 cycles even
|
|||
if the 4-byte prefetch queue is full when it starts, since 6 instruction
|
||||
bytes would still remain to be fetched, at 4 cycles per fetch. If the
|
||||
prefetch queue is empty at the start, the sequence *could* take 40
|
||||
cycles. In short, thanks to instruction fetching, the code won’t run at
|
||||
cycles. In short, thanks to instruction fetching, the code won't run at
|
||||
its documented speed, and could take up to four times longer than it is
|
||||
supposed to.
|
||||
|
||||
Why does Intel document Execution Unit execution time rather than
|
||||
overall instruction execution time, which includes both instruction
|
||||
fetch time and Execution Unit (EU) execution time? Well, instruction
|
||||
fetching isn’t performed as part of instruction execution by the
|
||||
fetching isn't performed as part of instruction execution by the
|
||||
Execution Unit, but instead is carried on in parallel by the Bus
|
||||
Interface Unit (BIU) whenever the external data bus isn’t in use or
|
||||
Interface Unit (BIU) whenever the external data bus isn't in use or
|
||||
whenever the EU runs out of instruction bytes to execute. Sometimes the
|
||||
BIU is able to use spare bus cycles to prefetch instruction bytes before
|
||||
the EU needs them, so in those cases instruction fetching takes no time
|
||||
|
|
@ -34,14 +34,14 @@ overall execution time of the following instructions.
|
|||
 *In other words, while the execution time for a given instruction is constant, the fetch time for that instruction depends heavily on the context in which the instruction is executing—the amount of prefetching the preceding instructions allowed—and can vary from a full 4 cycles per instruction byte to no time at all.*
|
||||
------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
As we’ll see later, other cycle-eaters, such as DRAM refresh and display
|
||||
As we'll see later, other cycle-eaters, such as DRAM refresh and display
|
||||
memory wait states, can cause prefetching variations even during
|
||||
different executions of the same code sequence. Given that, it’s
|
||||
different executions of the same code sequence. Given that, it's
|
||||
meaningless to talk about the prefetch time of a given instruction
|
||||
except in the context of a specific code sequence.
|
||||
|
||||
So now you know why the official instruction execution times are often
|
||||
wrong, and why Intel can’t provide better specifications. You also know
|
||||
wrong, and why Intel can't provide better specifications. You also know
|
||||
now why it is that you must time your code if you want to know how fast
|
||||
it really is.
|
||||
|
||||
|
|
@ -57,16 +57,16 @@ the timer can cause problems.
|
|||
|
||||
Some slight prefetch queue-induced inaccuracy usually exists even when
|
||||
the Zen timer is used to time longer code sequences, since the calls to
|
||||
the Zen timer usually alter the code’s prefetch queue from its normal
|
||||
the Zen timer usually alter the code's prefetch queue from its normal
|
||||
state. (Branches—jumps, calls, returns and the like—empty the prefetch
|
||||
queue.) Ideally, the Zen timer is used to measure the performance of an
|
||||
entire subroutine, so the prefetch queue effects of the branches at the
|
||||
start and end of the subroutine are similar to the effects of the calls
|
||||
to the Zen timer when you’re measuring the subroutine’s performance.
|
||||
to the Zen timer when you're measuring the subroutine's performance.
|
||||
|
||||
Another way in which the prefetch queue cycle-eater complicates the use
|
||||
of the Zen timer involves the practice of timing the performance of a
|
||||
few instructions over and over. I’ll often repeat one or two
|
||||
few instructions over and over. I'll often repeat one or two
|
||||
instructions 100 or 1,000 times in a row in listings in this book in
|
||||
order to get timing intervals that are long enough to provide reliable
|
||||
measurements. However, as we just learned, the actual performance of any
|
||||
|
|
@ -84,12 +84,12 @@ always empty, execution time should work out to about 4 cycles per byte,
|
|||
or 8 cycles per **SHR,** as shown in Figure 4.3. (Figure 4.3 illustrates
|
||||
the relationship between instruction fetching and execution in a
|
||||
simplified way, and is not intended to show the exact timings of 8088
|
||||
operations.) That’s quite a contrast to the official 2-cycle execution
|
||||
operations.) That's quite a contrast to the official 2-cycle execution
|
||||
time of **SHR**. In fact, the Zen timer reports that Listing 4.5
|
||||
executes in 1.81µs per byte, or slightly *more* than 4 cycles per byte.
|
||||
(The extra time is the result of the dynamic RAM refresh cycle-eater,
|
||||
which we’ll discuss shortly.) Going by Listing 4.5, we would conclude
|
||||
that the “true” execution time of **SHR** is 8.64 cycles.
|
||||
which we'll discuss shortly.) Going by Listing 4.5, we would conclude
|
||||
that the "true" execution time of **SHR** is 8.64 cycles.
|
||||
|
||||
**LISTING 4.5 LST4-5.ASM**
|
||||
|
||||
|
|
@ -124,20 +124,20 @@ that the “true” execution time of **SHR** is 8.64 cycles.
|
|||
**Figure 4.3** *Execution and instruction prefetching sequence for
|
||||
Listing 4.5.*
|
||||
|
||||
Now let’s examine Listing 4.6. Here each **SHR** follows a **MUL**
|
||||
Now let's examine Listing 4.6. Here each **SHR** follows a **MUL**
|
||||
instruction. Since **MUL** instructions take so long to execute that the
|
||||
prefetch queue is always full when they finish, each **SHR** should be
|
||||
ready and waiting in the prefetch queue when the preceding **MUL** ends.
|
||||
As a result, we’d expect that each **SHR** would execute in 2 cycles;
|
||||
As a result, we'd expect that each **SHR** would execute in 2 cycles;
|
||||
together with the 118-cycle execution time of multiplying 0 times 0, the
|
||||
total execution time should come to 120 cycles per **SHR/MUL** pair, as
|
||||
shown in Figure 4.4. And, by God, when we run Listing 4.6 we get an
|
||||
execution time of 25.14 µs per **SHR/MUL** pair, or *exactly* 120
|
||||
cycles! According to these results, the “true” execution time of **SHR**
|
||||
cycles! According to these results, the "true" execution time of **SHR**
|
||||
would seem to be 2 cycles, quite a change from the conclusion we drew
|
||||
from Listing 4.5.
|
||||
|
||||
The key point is this: We’ve seen one code sequence in which **SHR**
|
||||
The key point is this: We've seen one code sequence in which **SHR**
|
||||
took 8-plus cycles to execute, and another in which it took only 2
|
||||
cycles. Are we talking about two different forms of **SHR** here? Of
|
||||
course not—the difference is purely a reflection of the differing states
|
||||
|
|
|
|||
36
04-05.md
36
04-05.md
|
|
@ -7,19 +7,19 @@ time—or even a mix of the two, if an instruction is partially
|
|||
prefetched—can determine code performance. Some people operate under a
|
||||
rule of thumb by which they assume that the execution time of each
|
||||
instruction is 4 cycles times the number of bytes in the instruction.
|
||||
While that’s often true for register-only code, it frequently doesn’t
|
||||
While that's often true for register-only code, it frequently doesn't
|
||||
hold for code that accesses memory. For one thing, the rule should be 4
|
||||
cycles times the number of *memory accesses,* not instruction bytes,
|
||||
since all accesses take 4 cycles on the 8088-based PC. For another,
|
||||
memory-accessing instructions often have slower Execution Unit execution
|
||||
times than the 4 cycles per memory access rule would dictate, because
|
||||
the 8088 isn’t very fast at calculating memory addresses. Also, the 4
|
||||
cycles per instruction byte rule isn’t true for register-only
|
||||
the 8088 isn't very fast at calculating memory addresses. Also, the 4
|
||||
cycles per instruction byte rule isn't true for register-only
|
||||
instructions that are already in the prefetch queue when the preceding
|
||||
instruction ends.
|
||||
|
||||
The truth is that it never hurts performance to reduce either the cycle
|
||||
count or the byte count of a given bit of code, but there’s no guarantee
|
||||
count or the byte count of a given bit of code, but there's no guarantee
|
||||
that one or the other will improve performance either. For example,
|
||||
consider Listing 4.7, which consists of a series of 4-cycle, 2-byte
|
||||
**MOV AL,0** instructions, and which executes at the rate of 1.81 µs per
|
||||
|
|
@ -60,17 +60,17 @@ Listing 4.6.*
|
|||
endm
|
||||
call ZTimerOff
|
||||
|
||||
As you can see, it’s easy to be drawn into thinking you’re saving cycles
|
||||
when you’re not. You can only improve the performance of a specific bit
|
||||
As you can see, it's easy to be drawn into thinking you're saving cycles
|
||||
when you're not. You can only improve the performance of a specific bit
|
||||
of code by reducing the factor—either instruction fetch time or
|
||||
execution time, or sometimes a mix of the two—that’s limiting the
|
||||
execution time, or sometimes a mix of the two—that's limiting the
|
||||
performance of that code.
|
||||
|
||||
In case you missed it in all the excitement, the variability of
|
||||
prefetching means that our method of testing performance by executing
|
||||
1,000 instructions in a row by no means produces “true” instruction
|
||||
1,000 instructions in a row by no means produces "true" instruction
|
||||
execution times, any more than the official execution times in the Intel
|
||||
manuals are “true” times. The fact of the matter is that a given
|
||||
manuals are "true" times. The fact of the matter is that a given
|
||||
instruction takes *at least* as long to execute as the time given for it
|
||||
in the Intel manuals, but may take as much as 4 cycles per byte longer,
|
||||
depending on the state of the prefetch queue when the preceding
|
||||
|
|
@ -84,24 +84,24 @@ What we *really* want is to know how long useful working code takes to
|
|||
run, not how long a single instruction takes, and the Zen timer gives us
|
||||
the tool we need to gather that information. Granted, it would be easier
|
||||
if we could just add up neatly documented instruction execution
|
||||
times—but that’s not going to happen. Without actually measuring the
|
||||
performance of a given code sequence, you simply don’t know how fast it
|
||||
times—but that's not going to happen. Without actually measuring the
|
||||
performance of a given code sequence, you simply don't know how fast it
|
||||
is. For crying out loud, even the people who *designed* the 8088 at
|
||||
Intel couldn’t tell you exactly how quickly a given 8088 code sequence
|
||||
Intel couldn't tell you exactly how quickly a given 8088 code sequence
|
||||
executes on the PC just by looking at it! Get used to the idea that
|
||||
execution times are only meaningful in context, learn the rules of thumb
|
||||
in this book, and use the Zen timer to measure your code.
|
||||
|
||||
#### Approximating Overall Execution Times {#Heading12}
|
||||
|
||||
Don’t think that because overall instruction execution time is
|
||||
Don't think that because overall instruction execution time is
|
||||
determined by both instruction fetch time and Execution Unit execution
|
||||
time, the two times should be added together when estimating
|
||||
performance. For example, practically speaking, each **SHR** in Listing
|
||||
4.5 does not take 8 cycles of instruction fetch time plus 2 cycles of
|
||||
Execution Unit execution time to execute. Figure 4.3 shows that while a
|
||||
given **SHR** is executing, the fetch of the next **SHR** is starting,
|
||||
and since the two operations are overlapped for 2 cycles, there’s no
|
||||
and since the two operations are overlapped for 2 cycles, there's no
|
||||
sense in charging the time to both instructions. You could think of the
|
||||
extra instruction fetch time for **SHR** in Listing 4.5 as being 6
|
||||
cycles, which yields an overall execution time of 8 cycles when added to
|
||||
|
|
@ -116,7 +116,7 @@ be counted toward the overall execution time of one of the instructions.
|
|||
For all intents and purposes, one of the two instructions runs at no
|
||||
performance cost whatsoever while the overlap exists.
|
||||
|
||||
As a working definition, we’ll consider the execution time of a given
|
||||
As a working definition, we'll consider the execution time of a given
|
||||
instruction in a particular context to start when the first byte of the
|
||||
instruction is sent to the Execution Unit and end when the first byte of
|
||||
the next instruction is sent to the EU.
|
||||
|
|
@ -140,12 +140,12 @@ actually often suffer more from the prefetch queue bottleneck than do
|
|||
long instructions. Short instructions generally have such fast execution
|
||||
times that they drain the prefetch queue despite their small size. For
|
||||
example, consider the **SHR** of Listing 4.5, which runs at only 25
|
||||
percent of its Execution Unit execution time even though it’s only 2
|
||||
percent of its Execution Unit execution time even though it's only 2
|
||||
bytes long, thanks to the prefetch queue bottleneck. Short instructions
|
||||
are nonetheless generally faster than long instructions, thanks to the
|
||||
combination of fewer instruction bytes and faster Execution Unit
|
||||
execution times, and should be used as much as possible—just don’t
|
||||
expect them to run at their “official” documented speeds.
|
||||
execution times, and should be used as much as possible—just don't
|
||||
expect them to run at their "official" documented speeds.
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
[Previous](04-04.html) [Table of Contents](index.html) [Next](04-06.html)
|
||||
|
|
|
|||
58
04-06.md
58
04-06.md
|
|
@ -4,10 +4,10 @@
|
|||
|
||||
More than anything, the above rules mean using the registers as heavily
|
||||
as possible, both because register-only instructions are short and
|
||||
because they don’t perform memory accesses to read or write operands.
|
||||
because they don't perform memory accesses to read or write operands.
|
||||
However, using the registers is a rule of thumb, not a commandment. In
|
||||
some circumstances, it may actually be *faster* to access memory. (The
|
||||
look-up table technique is one such case.) What’s more, the performance
|
||||
look-up table technique is one such case.) What's more, the performance
|
||||
of the prefetch queue (and hence the performance of each instruction)
|
||||
differs from one code sequence to the next, and can even differ during
|
||||
different executions of the *same* code sequence.
|
||||
|
|
@ -20,42 +20,42 @@ bottom line.
|
|||
|
||||
#### Holding Up the 8088 {#Heading14}
|
||||
|
||||
In this chapter I’ve taken you further and further into the depths of
|
||||
In this chapter I've taken you further and further into the depths of
|
||||
the PC, telling you again and again that you must understand the
|
||||
computer at the lowest possible level in order to write good code. At
|
||||
this point, you may well wonder, “Have we gotten low enough?”
|
||||
this point, you may well wonder, "Have we gotten low enough?"
|
||||
|
||||
Not quite yet. The 8-bit bus and prefetch queue cycle-eaters are
|
||||
low-level indeed, but we’ve one level yet to go. Dynamic RAM refresh and
|
||||
low-level indeed, but we've one level yet to go. Dynamic RAM refresh and
|
||||
wait states—our next topics—together form the lowest level at which the
|
||||
hardware of the PC affects code performance. Below this level, the PC is
|
||||
of interest only to hardware engineers.
|
||||
|
||||
Before we begin our discussion of dynamic RAM refresh, let’s step back
|
||||
Before we begin our discussion of dynamic RAM refresh, let's step back
|
||||
for a moment to take an overall look at this lowest level of
|
||||
cycle-eaters. In truth, the distinctions between wait states and dynamic
|
||||
RAM refresh don’t much matter to a programmer. What is important is that
|
||||
RAM refresh don't much matter to a programmer. What is important is that
|
||||
you understand this: *Under certain circumstances, devices on the PC bus
|
||||
can stop the CPU for 1 or more cycles, making your code run more slowly
|
||||
than it seemingly should.*
|
||||
|
||||
Unlike all the cycle-eaters we’ve encountered so far, wait states and
|
||||
Unlike all the cycle-eaters we've encountered so far, wait states and
|
||||
dynamic RAM refresh are strictly external to the CPU, as was shown in
|
||||
Figure 4.1. Adapters on the PC’s bus, such as video and memory cards,
|
||||
can insert wait states on any bus access, the idea being that they won’t
|
||||
Figure 4.1. Adapters on the PC's bus, such as video and memory cards,
|
||||
can insert wait states on any bus access, the idea being that they won't
|
||||
be able to complete the access properly unless the access is stretched
|
||||
out. Likewise, the channel of the DMA controller dedicated to dynamic
|
||||
RAM refresh can request control of the bus at any time, although the CPU
|
||||
must relinquish the bus before the DMA controller can take over. This
|
||||
means that your code can’t directly control wait states or dynamic RAM
|
||||
means that your code can't directly control wait states or dynamic RAM
|
||||
refresh. However, code *can* sometimes be designed to minimize the
|
||||
effects of these cycle-eaters, and even when the cycle-eaters slow your
|
||||
code without there being a thing in the world you can do about it,
|
||||
you’re still better off understanding that you’re losing performance and
|
||||
knowing why your code doesn’t run as fast as it’s supposed to than you
|
||||
you're still better off understanding that you're losing performance and
|
||||
knowing why your code doesn't run as fast as it's supposed to than you
|
||||
were programming in ignorance.
|
||||
|
||||
Let’s start with DRAM refresh, which affects the performance of every
|
||||
Let's start with DRAM refresh, which affects the performance of every
|
||||
program that runs on the PC.
|
||||
|
||||
### Dynamic RAM Refresh: The Invisible Hand {#Heading15}
|
||||
|
|
@ -64,29 +64,29 @@ Dynamic RAM (DRAM) refresh is sort of an act of God. By that I mean that
|
|||
DRAM refresh invisibly and inexorably steals a certain fraction of all
|
||||
available memory access time from your programs, when they are accessing
|
||||
memory for code and data. (When they are accessing cache on more recent
|
||||
processors, theoretically the DRAM refresh cycle-eater doesn’t come into
|
||||
processors, theoretically the DRAM refresh cycle-eater doesn't come into
|
||||
play, but there are other cycle-eaters waiting to prey on cache-bound
|
||||
programs.) While you *could* stop DRAM refresh, you wouldn’t want to
|
||||
programs.) While you *could* stop DRAM refresh, you wouldn't want to
|
||||
since that would be a sure prescription for crashing your computer. In
|
||||
the end, thanks to DRAM refresh, almost all code runs a bit slower on
|
||||
the PC than it otherwise would, and that’s that.
|
||||
the PC than it otherwise would, and that's that.
|
||||
|
||||
A bit of background: A static RAM (SRAM) chip is a memory chip that
|
||||
retains its contents indefinitely so long as power is maintained. By
|
||||
contrast, each of several blocks of bits in a dynamic RAM (DRAM) chip
|
||||
retains its contents for only a short time after it’s accessed for a
|
||||
retains its contents for only a short time after it's accessed for a
|
||||
read or write. In order to get a DRAM chip to store data for an extended
|
||||
period, each of the blocks of bits in that chip must be accessed
|
||||
regularly, so that the chip’s stored data is kept refreshed and valid.
|
||||
regularly, so that the chip's stored data is kept refreshed and valid.
|
||||
So long as this is done often enough, a DRAM chip will retain its
|
||||
contents indefinitely.
|
||||
|
||||
All of the PC’s system memory consists of DRAM chips. Each DRAM chip in
|
||||
All of the PC's system memory consists of DRAM chips. Each DRAM chip in
|
||||
the PC must be completely refreshed about once every four milliseconds
|
||||
in order to ensure the integrity of the data it stores. Obviously, it’s
|
||||
in order to ensure the integrity of the data it stores. Obviously, it's
|
||||
highly desirable that the memory in the PC retain the correct data
|
||||
indefinitely, so each DRAM chip in the PC *must* always be refreshed
|
||||
within 4 µs of the last refresh. Since there’s no guarantee that a given
|
||||
within 4 µs of the last refresh. Since there's no guarantee that a given
|
||||
program will access each and every DRAM block once every 4 µs, the PC
|
||||
contains special circuitry and programming for providing DRAM refresh.
|
||||
|
||||
|
|
@ -100,25 +100,25 @@ signal. (DMA stands for *direct memory access,* the ability of a device
|
|||
other than the 8088 to control the bus and access memory directly,
|
||||
without any help from the 8088.) As soon as the 8088 is between memory
|
||||
accesses, it gives control of the bus to the 8237, which in conjunction
|
||||
with special circuitry on the PC’s motherboard then performs a single
|
||||
with special circuitry on the PC's motherboard then performs a single
|
||||
4-cycle read access to 1 of 256 possible addresses, advancing to the
|
||||
next address on each successive access. (The read access is only for the
|
||||
purpose of refreshing the DRAM; the data that is read isn’t used.)
|
||||
purpose of refreshing the DRAM; the data that is read isn't used.)
|
||||
|
||||
The 256 addresses accessed by the refresh DMA accesses are arranged so
|
||||
that taken together they properly refresh all the memory in the PC. By
|
||||
accessing one of the 256 addresses every 15.08 µs, all of the PC’s DRAM
|
||||
accessing one of the 256 addresses every 15.08 µs, all of the PC's DRAM
|
||||
is refreshed in 256 x 15.08 µs, or 3.86 µs, which is just about the
|
||||
desired 4 µs time I mentioned earlier. (Only the first 640K of memory is
|
||||
refreshed in the PC; video adapters and other adapters above 640K
|
||||
containing memory that requires refreshing must provide their own DRAM
|
||||
refresh in pre-AT systems.)
|
||||
|
||||
Don’t sweat the details here. The important point is this: For at least
|
||||
4 out of every 72 cycles, the original PC’s bus is given over to DRAM
|
||||
Don't sweat the details here. The important point is this: For at least
|
||||
4 out of every 72 cycles, the original PC's bus is given over to DRAM
|
||||
refresh and is not available to the 8088, as shown in Figure 4.5. That
|
||||
means that as much as 5.56 percent of the PC’s already inadequate bus
|
||||
capacity is lost. However, DRAM refresh doesn’t necessarily stop the
|
||||
means that as much as 5.56 percent of the PC's already inadequate bus
|
||||
capacity is lost. However, DRAM refresh doesn't necessarily stop the
|
||||
8088 in its tracks for 4 cycles. The Execution Unit of the 8088 can keep
|
||||
processing while DRAM refresh is occurring, unless the EU needs to
|
||||
access memory. Consequently, DRAM refresh can slow code performance
|
||||
|
|
|
|||
42
04-07.md
42
04-07.md
|
|
@ -4,7 +4,7 @@
|
|||
|
||||
#### The Impact of DRAM Refresh {#Heading17}
|
||||
|
||||
Let’s look at examples from opposite ends of the spectrum in terms of
|
||||
Let's look at examples from opposite ends of the spectrum in terms of
|
||||
the impact of DRAM refresh on code performance. First, consider the
|
||||
series of **MUL** instructions in Listing 4.9. Since a 16-bit **MUL** on
|
||||
the 8088 executes in between 118 and 133 cycles and is only 2 bytes
|
||||
|
|
@ -15,7 +15,7 @@ keep the Execution Unit well-supplied with instruction bytes at all
|
|||
times. Since Listing 4.9 uses no memory operands, the Execution Unit
|
||||
should never have to wait for data from memory, and DRAM refresh should
|
||||
have no impact on performance. (Remember that the Execution Unit can
|
||||
operate normally during DRAM refreshes so long as it doesn’t need to
|
||||
operate normally during DRAM refreshes so long as it doesn't need to
|
||||
request a memory access from the Bus Interface Unit.)
|
||||
|
||||
**LISTING 4.9 LST4-9.ASM**
|
||||
|
|
@ -33,13 +33,13 @@ request a memory access from the Bus Interface Unit.)
|
|||
call ZTimerOff
|
||||
|
||||
Running Listing 4.9, we find that each **MUL** executes in 24.72 µs, or
|
||||
exactly 118 cycles. Since that’s the shortest time in which **MUL** can
|
||||
exactly 118 cycles. Since that's the shortest time in which **MUL** can
|
||||
execute, we can see that no performance is lost to DRAM refresh. Listing
|
||||
4.9 clearly illustrates that DRAM refresh only affects code performance
|
||||
when a DRAM refresh forces the Execution Unit of the 8088 to wait for a
|
||||
memory access.
|
||||
|
||||
Now let’s look at the series of **SHR** instructions shown in Listing
|
||||
Now let's look at the series of **SHR** instructions shown in Listing
|
||||
4.10. Since **SHR** executes in 2 cycles but is 2 bytes long, the
|
||||
prefetch queue should be empty while Listing 4.10 executes, with the
|
||||
8088 prefetching instruction bytes non-stop. As a result, the time per
|
||||
|
|
@ -58,18 +58,18 @@ to fetch the instruction bytes.
|
|||
endm
|
||||
call ZTimerOff
|
||||
|
||||
Since 4 cycles are required to read each instruction byte, we’d expect
|
||||
Since 4 cycles are required to read each instruction byte, we'd expect
|
||||
each **SHR** to execute in 8 cycles, or 1.676 µs, if there were no DRAM
|
||||
refresh. In fact, each **SHR** in Listing 4.10 executes in 1.81 µs,
|
||||
indicating that DRAM refresh is taking 7.4 percent of the program’s
|
||||
execution time. That’s nearly 2 percent more than our worst-case
|
||||
indicating that DRAM refresh is taking 7.4 percent of the program's
|
||||
execution time. That's nearly 2 percent more than our worst-case
|
||||
estimate of the loss to DRAM refresh overhead! In fact, the result
|
||||
indicates that DRAM refresh is stealing not 4, but 5.33 cycles out of
|
||||
every 72 cycles. How can this be?
|
||||
|
||||
The answer is that a given DRAM refresh can actually hold up CPU memory
|
||||
accesses for as many as 6 cycles, depending on the timing of the DRAM
|
||||
refresh’s DMA request relative to the 8088’s internal instruction
|
||||
refresh's DMA request relative to the 8088's internal instruction
|
||||
execution state. When the code in Listing 4.10 runs, each DRAM refresh
|
||||
holds up the CPU for either 5 or 6 cycles, depending on where the 8088
|
||||
is in executing the current **SHR** instruction when the refresh request
|
||||
|
|
@ -77,7 +77,7 @@ occurs. Now we see that things can get even worse than we thought: *DRAM
|
|||
refresh can steal as much as 8.33 percent of available memory access
|
||||
time—6 out of every 72 cycles—from the 8088.*
|
||||
|
||||
Which of the two cases we’ve examined reflects reality? While either
|
||||
Which of the two cases we've examined reflects reality? While either
|
||||
case *can* happen, the latter case—significant performance reduction,
|
||||
ranging as high as 8.33 percent—is far more likely to occur. This is
|
||||
especially true for high-performance assembly code, which uses fast
|
||||
|
|
@ -93,8 +93,8 @@ DRAM refresh cycle-eater?
|
|||
|
||||
Nothing.
|
||||
|
||||
As I’ve said before, DRAM refresh is an act of God. DRAM refresh is a
|
||||
fundamental, unchanging part of the PC’s operation, and there’s nothing
|
||||
As I've said before, DRAM refresh is an act of God. DRAM refresh is a
|
||||
fundamental, unchanging part of the PC's operation, and there's nothing
|
||||
you or I can do about it. If refresh were any less frequent, the
|
||||
reliability of the PC would be compromised, so tinkering with either
|
||||
timer 1 or DMA channel 0 to reduce DRAM refresh overhead is out. Nor is
|
||||
|
|
@ -102,7 +102,7 @@ there any way to structure code to minimize the impact of DRAM refresh.
|
|||
Sure, some instructions are affected less by DRAM refresh than others,
|
||||
but how many multiplies and divides in a row can you really use? I
|
||||
suppose that code *could* conceivably be structured to leave a free
|
||||
memory access every 72 cycles, so DRAM refresh wouldn’t have any effect.
|
||||
memory access every 72 cycles, so DRAM refresh wouldn't have any effect.
|
||||
In the old days when code size was measured in bytes, not K bytes, and
|
||||
processors were less powerful—and complex—programmers did in fact use
|
||||
similar tricks to eke every last bit of performance from their code.
|
||||
|
|
@ -112,35 +112,35 @@ modest performance improvement that did result could never justify the
|
|||
increase in programming complexity and the limits on creative
|
||||
programming that such an approach would entail. Besides, all that effort
|
||||
goes to waste on faster 8088s, 286s, and other computers with different
|
||||
execution speeds and refresh characteristics. There’s no way around it:
|
||||
execution speeds and refresh characteristics. There's no way around it:
|
||||
Useful code accesses memory frequently and at irregular intervals, and
|
||||
over the long haul DRAM refresh always exacts its price.
|
||||
|
||||
If you’re still harboring thoughts of reducing the overhead of DRAM
|
||||
If you're still harboring thoughts of reducing the overhead of DRAM
|
||||
refresh, consider this. Instructions that tend not to suffer very much
|
||||
from DRAM refresh are those that have a high ratio of execution time to
|
||||
instruction fetch time, and those aren’t the fastest instructions of the
|
||||
PC. It certainly wouldn’t make sense to use slower instructions just to
|
||||
reduce DRAM refresh overhead, for it’s *total* execution time—DRAM
|
||||
instruction fetch time, and those aren't the fastest instructions of the
|
||||
PC. It certainly wouldn't make sense to use slower instructions just to
|
||||
reduce DRAM refresh overhead, for it's *total* execution time—DRAM
|
||||
refresh, instruction fetching, and all—that matters.
|
||||
|
||||
The important thing to understand about DRAM refresh is that it
|
||||
generally slows your code down, and that the extent of that performance
|
||||
reduction can vary considerably and unpredictably, depending on how the
|
||||
DRAM refreshes interact with your code’s pattern of memory accesses.
|
||||
DRAM refreshes interact with your code's pattern of memory accesses.
|
||||
When you use the Zen timer and get a fractional cycle count for the
|
||||
execution time of an instruction, that’s often the DRAM refresh
|
||||
execution time of an instruction, that's often the DRAM refresh
|
||||
cycle-eater at work. (The display adapter cycleis another possible
|
||||
culprit, and, on 386s and later processors, cache misses and pipeline
|
||||
execution hazards produce this sort of effect as well.) Whenever you get
|
||||
two timing results that differ less or more than they seemingly should,
|
||||
that’s usually DRAM refresh too. Thanks to DRAM refresh, variations of
|
||||
that's usually DRAM refresh too. Thanks to DRAM refresh, variations of
|
||||
up to 8.33 percent in PC code performance are par for the course.
|
||||
|
||||
### Wait States {#Heading19}
|
||||
|
||||
Wait states are cycles during which a bus access by the CPU to a device
|
||||
on the PC’s bus is temporarily halted by that device while the device
|
||||
on the PC's bus is temporarily halted by that device while the device
|
||||
gets ready to complete the read or write. Wait states are well and truly
|
||||
the lowest level of code performance. Everything we have discussed (and
|
||||
will discuss)—even DMA accesses—can be affected by wait states.
|
||||
|
|
|
|||
38
04-08.md
38
04-08.md
|
|
@ -5,17 +5,17 @@
|
|||
Wait states exist because the CPU must to be able to coexist with any
|
||||
adapter, no matter how slow (within reason). The 8088 expects to be able
|
||||
to complete each bus access—a memory or I/O read or write—in 4 cycles,
|
||||
but adapters can’t always respond that quickly for a number of reasons.
|
||||
but adapters can't always respond that quickly for a number of reasons.
|
||||
For example, display adapters must split access to display memory
|
||||
between the CPU and the circuitry that generates the video signal based
|
||||
on the contents of display memory, so they often can’t immediately
|
||||
on the contents of display memory, so they often can't immediately
|
||||
fulfill a request by the CPU for a display memory read or write. To
|
||||
resolve this conflict, display adapters can tell the CPU to wait during
|
||||
bus accesses by inserting one or more wait states, as shown in Figure
|
||||
4.6. The CPU simply sits and idles as long as wait states are inserted,
|
||||
then completes the access as soon as the display adapter indicates its
|
||||
readiness by no longer inserting wait states. The same would be true of
|
||||
any adapter that couldn’t keep up with the CPU.
|
||||
any adapter that couldn't keep up with the CPU.
|
||||
|
||||
Mind you, this is all transparent to executing code. An instruction that
|
||||
encounters wait states runs exactly as if there were no wait states,
|
||||
|
|
@ -23,11 +23,11 @@ only slower. Wait states are nothing more or less than wasted time as
|
|||
far as the CPU and your program are concerned.
|
||||
|
||||
By understanding the circumstances in which wait states can occur, you
|
||||
can avoid them when possible. Even when it’s not possible to work around
|
||||
wait states, it’s still to your advantage to understand how they can
|
||||
can avoid them when possible. Even when it's not possible to work around
|
||||
wait states, it's still to your advantage to understand how they can
|
||||
cause your code to run more slowly.
|
||||
|
||||
First, let’s learn a bit more about wait states by contrast with DRAM
|
||||
First, let's learn a bit more about wait states by contrast with DRAM
|
||||
refresh. Unlike DRAM refresh, wait states do not occur on any regularly
|
||||
scheduled basis, and are of no particular duration. Wait states can only
|
||||
occur when an instruction performs a memory or I/O read or write. Both
|
||||
|
|
@ -43,9 +43,9 @@ perform the access.
|
|||
\
|
||||
**Figure 4.6** *Video wait states inserted by the display adapter.*
|
||||
|
||||
As with DRAM refresh, wait states don’t stop the 8088 completely. The
|
||||
As with DRAM refresh, wait states don't stop the 8088 completely. The
|
||||
Execution Unit can continue processing while wait states are inserted,
|
||||
so long as the EU doesn’t need to perform a bus access. However, in the
|
||||
so long as the EU doesn't need to perform a bus access. However, in the
|
||||
PC, wait states most often occur when an instruction accesses a memory
|
||||
operand, so in fact the Execution Unit usually is stopped by wait
|
||||
states. (Instruction fetches rarely wait in an 8088-based PC because
|
||||
|
|
@ -96,11 +96,11 @@ VGA clones.)
|
|||
\
|
||||
**Figure 4.7** *Allocation of display memory access.*
|
||||
|
||||
Second, because the displayed dots (or *pixels,* short for “picture
|
||||
elements”) must be drawn on the screen at a constant speed, many display
|
||||
Second, because the displayed dots (or *pixels,* short for "picture
|
||||
elements") must be drawn on the screen at a constant speed, many display
|
||||
adapters provide memory accesses only at fixed intervals. As a result,
|
||||
time can be lost while the 8088 synchronizes with the start of the next
|
||||
display adapter memory access, even if the video circuitry isn’t
|
||||
display adapter memory access, even if the video circuitry isn't
|
||||
accessing display memory at that time, as shown in Figure 4.8.
|
||||
|
||||
Finally, the time it takes a display adapter to complete a memory access
|
||||
|
|
@ -110,27 +110,27 @@ the time taken for display memory to complete an 8088 read or write
|
|||
access is often longer than the time taken for system memory to complete
|
||||
an access, even if the 8088 lucks into hitting a free display memory
|
||||
access just as it becomes available, again as shown in Figure 4.8. Any
|
||||
or all of the three factors I’ve described can result in wait states,
|
||||
or all of the three factors I've described can result in wait states,
|
||||
slowing the 8088 and creating the display adapter cycle.
|
||||
|
||||
\
|
||||
**Figure 4.8** *Display memory access slots.*
|
||||
|
||||
If some of this is Greek to you, don’t worry. The important point is
|
||||
If some of this is Greek to you, don't worry. The important point is
|
||||
that display memory is not very fast compared to normal system memory.
|
||||
How slow is it? *Incredibly* slow. Remember how slow IBM’s ill-fated
|
||||
PC*jr*was? In case you’ve forgotten, I’ll refresh your memory: The
|
||||
How slow is it? *Incredibly* slow. Remember how slow IBM's ill-fated
|
||||
PC*jr*was? In case you've forgotten, I'll refresh your memory: The
|
||||
PC*jr*was at best only half as fast as the PC. The PC*jr* had an 8088
|
||||
running at 4.77 MHz, just like the PC—why do you suppose it was so much
|
||||
slower? I’ll tell you why: *All the memory in the PCjr was display
|
||||
slower? I'll tell you why: *All the memory in the PCjr was display
|
||||
memory.*
|
||||
|
||||
Enough said. All the memory in the PC is *not* display memory, however,
|
||||
and unless you’re thickheaded enough to put code in display memory, the
|
||||
PC isn’t going to run as slowly as a PC*jr.* (Putting code or other
|
||||
and unless you're thickheaded enough to put code in display memory, the
|
||||
PC isn't going to run as slowly as a PC*jr.* (Putting code or other
|
||||
non-video data in unused areas of display memory sounds like a neat
|
||||
idea—until you consider the effect on instruction prefetching of cutting
|
||||
the 8088’s already-poor memory access performance in half. Running your
|
||||
the 8088's already-poor memory access performance in half. Running your
|
||||
code from display memory is sort of like running on a hypothetical
|
||||
8084—an 8086 with a *4-bit* bus. Not recommended!) Given that your code
|
||||
and data reside in normal system memory below the 640K mark, how great
|
||||
|
|
|
|||
32
04-09.md
32
04-09.md
|
|
@ -3,43 +3,43 @@
|
|||
------------------------ --------------------------------- --------------------
|
||||
|
||||
The answer varies considerably depending on what display adapter and
|
||||
what display mode we’re talking about. The display adapter cycle-eater
|
||||
what display mode we're talking about. The display adapter cycle-eater
|
||||
is worst with the Enhanced Graphics Adapter (EGA) and the original Video
|
||||
Graphics Array (VGA). (Many VGAs, especially newer ones, insert many
|
||||
fewer wait states than IBM’s original VGA. On the other hand, Super VGAs
|
||||
fewer wait states than IBM's original VGA. On the other hand, Super VGAs
|
||||
have more bytes of display memory to be accessed in high-resolution
|
||||
mode.) While the Color/Graphics Adapter (CGA), Monochrome Display
|
||||
Adapter (MDA), and Hercules Graphics Card (HGC) all suffer from the
|
||||
display adapter cycle-eater as well, they suffer to a lesser degree.
|
||||
Since the VGA represents the base standard for PC graphics now and for
|
||||
the foreseeable future, and since it is the hardest graphics adapter to
|
||||
wring performance from, we’ll restrict our discussion to the VGA (and
|
||||
wring performance from, we'll restrict our discussion to the VGA (and
|
||||
its close relative, the EGA) for the remainder of this chapter.
|
||||
|
||||
#### The Impact of the Display Adapter Cycle-Eater {#Heading21}
|
||||
|
||||
Even on the EGA and VGA, the effect of the display adapter cycle-eater
|
||||
depends on the display mode selected. In text mode, the display adapter
|
||||
cycle-eater is rarely a major factor. It’s not that the cycle-eater
|
||||
isn’t present; however, a mere 4,000 bytes control the entire text mode
|
||||
display, and even with the display adapter cycle-eater it just doesn’t
|
||||
cycle-eater is rarely a major factor. It's not that the cycle-eater
|
||||
isn't present; however, a mere 4,000 bytes control the entire text mode
|
||||
display, and even with the display adapter cycle-eater it just doesn't
|
||||
take that long to manipulate 4,000 bytes. Even if the display adapter
|
||||
cycle-eater were to cause the 8088 to take as much as 5µs per display
|
||||
memory access—more than five times normal—it would still take only
|
||||
4,000x 2x 5µs, or 40 µs, to read and write every byte of display memory.
|
||||
That’s a lot of time as measured in 8088 cycles, but it’s less than the
|
||||
That's a lot of time as measured in 8088 cycles, but it's less than the
|
||||
blink of an eye in human time, and video performance only matters in
|
||||
human time. After all, the whole point of drawing graphics is to convey
|
||||
visual information, and if that information can be presented faster than
|
||||
the eye can see, that is by definition fast enough.
|
||||
|
||||
That’s not to say that the display adapter cycle-eater *can’t* matter in
|
||||
That's not to say that the display adapter cycle-eater *can't* matter in
|
||||
text mode. In Chapter 3, I recounted the story of a debate among
|
||||
letter-writers to a magazine about exactly how quickly characters could
|
||||
be written to display memory without causing snow. The writers carefully
|
||||
added up Intel’s instruction cycle times to see how many writes to
|
||||
added up Intel's instruction cycle times to see how many writes to
|
||||
display memory they could squeeze into a single horizontal retrace
|
||||
interval. (On a CGA, it’s only during the short horizontal retrace
|
||||
interval. (On a CGA, it's only during the short horizontal retrace
|
||||
interval and the longer vertical retrace interval that display memory
|
||||
can be accessed in 80-column text mode without causing snow.) Of course,
|
||||
now we know that their cardinal sin was to ignore the prefetch queue;
|
||||
|
|
@ -63,15 +63,15 @@ graphics modes, the cumulative effects of display memory wait states can
|
|||
seriously impact code performance, even as measured in human time.
|
||||
|
||||
For example, if we assume the same 5 µs per display memory access for
|
||||
the EGA’s high-resolution graphics mode that we assumed for text mode,
|
||||
the EGA's high-resolution graphics mode that we assumed for text mode,
|
||||
it would take 26,000 x 2 x 5 µs, or 260 µs, to scroll the screen once in
|
||||
the EGA’s high-resolution graphics mode, mode 10H. That’s more than
|
||||
the EGA's high-resolution graphics mode, mode 10H. That's more than
|
||||
one-quarter of a second—noticeable by human standards, an eternity by
|
||||
computer standards.
|
||||
|
||||
That sounds pretty serious, but we did make an unfounded assumption
|
||||
about memory access speed. Let’s get some hard numbers. Listing 4.11
|
||||
accesses display memory at the 8088’s maximum speed, by way of a **REP
|
||||
about memory access speed. Let's get some hard numbers. Listing 4.11
|
||||
accesses display memory at the 8088's maximum speed, by way of a **REP
|
||||
MOVSW** with display memory as both source and destination. The code in
|
||||
Listing 4.11 executes in 3.18 µs per access to display memory—not as
|
||||
long as we had assumed, but a long time nonetheless.
|
||||
|
|
@ -107,7 +107,7 @@ long as we had assumed, but a long time nonetheless.
|
|||
mov ax,0003h
|
||||
int 10h ;return to text mode
|
||||
|
||||
For comparison, let’s see how long the same code takes when accessing
|
||||
For comparison, let's see how long the same code takes when accessing
|
||||
normal system RAM instead of display memory. The code in Listing 4.12,
|
||||
which performs a **REP MOVSW** from the code segment to the code
|
||||
segment, executes in 1.39 µs per display memory access. That means that
|
||||
|
|
@ -136,7 +136,7 @@ cycle-eater can *more than double* the execution time of 8088 code!
|
|||
; times
|
||||
call ZTimerOff
|
||||
|
||||
Bear in mind that we’re talking about a worst case here; the impact of
|
||||
Bear in mind that we're talking about a worst case here; the impact of
|
||||
the display adapter cycle-eater is proportional to the percent of time a
|
||||
given code sequence spends accessing display memory.
|
||||
|
||||
|
|
|
|||
20
04-10.md
20
04-10.md
|
|
@ -21,7 +21,7 @@ instructions per microsecond than can the 8088-based PC, it takes just
|
|||
as long to access display memory on those computers as on the 8088-based
|
||||
PC. Remember, the limited speed of access to a graphics adapter is an
|
||||
inherent characteristic of the adapter, so the fastest computer around
|
||||
can’t access display memory one iota faster than the adapter will allow.
|
||||
can't access display memory one iota faster than the adapter will allow.
|
||||
|
||||
#### What to Do about the Display Adapter Cycle-Eater? {#Heading22}
|
||||
|
||||
|
|
@ -32,7 +32,7 @@ used to mask individual pixels and clip images. Why? Because
|
|||
read/modify/write operations require two display memory accesses (one
|
||||
read and one write) each time display memory is manipulated. Instead, we
|
||||
should try to use writes of the sort that set all the pixels in a given
|
||||
byte of display memory at once, since such writes don’t require
|
||||
byte of display memory at once, since such writes don't require
|
||||
accompanying read accesses. The key here is that only half as many
|
||||
display memory accesses are required to write a byte to display memory
|
||||
as are required to read a byte from display memory, mask part of it off
|
||||
|
|
@ -67,7 +67,7 @@ states.)
|
|||
|
||||
It would be handy to explore the display adapter cycle-eater issue in
|
||||
depth, with lots of example code and execution timings, but alas, I
|
||||
don’t have the space for that right now. For the time being, all you
|
||||
don't have the space for that right now. For the time being, all you
|
||||
really need to know about the display adapter cycle-eater is that on the
|
||||
8088 you can lose more than 8 cycles of execution time on each access to
|
||||
display memory. For intensive access to display memory, the loss really
|
||||
|
|
@ -80,10 +80,10 @@ code, and that is of course to measure the performance of that code.
|
|||
|
||||
#### Cycle-Eaters: A Summary {#Heading23}
|
||||
|
||||
We’ve covered a great deal of sophisticated material in this chapter, so
|
||||
don’t feel bad if you haven’t understood everything you’ve read; it will
|
||||
We've covered a great deal of sophisticated material in this chapter, so
|
||||
don't feel bad if you haven't understood everything you've read; it will
|
||||
all become clear from further reading, especially once you study, time,
|
||||
and tune code that you have written yourself. What’s really important is
|
||||
and tune code that you have written yourself. What's really important is
|
||||
that you come away from this chapter understanding that on the 8088:
|
||||
|
||||
- The 8-bit bus cycle-eater causes each access to a word-sized operand
|
||||
|
|
@ -100,24 +100,24 @@ that you come away from this chapter understanding that on the 8088:
|
|||
|
||||
This basic knowledge about cycle-eaters puts you in a good position to
|
||||
understand the results reported by the Zen timer, and that means that
|
||||
you’re well on your way to writing high-performance assembler code.
|
||||
you're well on your way to writing high-performance assembler code.
|
||||
|
||||
#### What Does It All Mean? {#Heading24}
|
||||
|
||||
There you have it: life under the programming interface. It’s not a
|
||||
There you have it: life under the programming interface. It's not a
|
||||
particularly pretty picture for the inhabitants of that strange realm
|
||||
where hardware and software meet are little-known cycle-eaters that sap
|
||||
the speed from your unsuspecting code. Still, some of those cycle-eaters
|
||||
can be minimized by keeping instructions short, using the registers,
|
||||
using byte-sized memory operands, and accessing display memory as little
|
||||
as possible. None of the cycle-eaters can be eliminated, and dynamic RAM
|
||||
refresh can scarcely be addressed at all; still, aren’t you better off
|
||||
refresh can scarcely be addressed at all; still, aren't you better off
|
||||
knowing how fast your code *really* runs—and why—than you were reading
|
||||
the official execution times and guessing? And while specific
|
||||
cycle-eaters vary in importance on later x86-family processors, with
|
||||
some cycle-eaters vanishing altogether and new ones appearing, the
|
||||
concept that understanding these obscure gremlins is a key to
|
||||
performance remains unchanged, as we’ll see again and again in later
|
||||
performance remains unchanged, as we'll see again and again in later
|
||||
chapters.
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
|
|
|||
36
05-01.md
36
05-01.md
|
|
@ -20,17 +20,17 @@ The move took days to complete.
|
|||
|
||||
*Never again*.
|
||||
|
||||
You’re probably wondering two things: What does this have to do with
|
||||
high-performance programming, and why on earth didn’t I rent a truck and
|
||||
You're probably wondering two things: What does this have to do with
|
||||
high-performance programming, and why on earth didn't I rent a truck and
|
||||
get the move over in one or two trips, saving hours of driving? As it
|
||||
happens, the second question answers the first. I didn’t rent a truck
|
||||
happens, the second question answers the first. I didn't rent a truck
|
||||
because it *seemed* easier and cheaper to use cars—no big truck to
|
||||
drive, no rentals, spread the work out more manageably, and so on.
|
||||
|
||||
It wasn’t easier, and wasn’t even much cheaper. (It costs quite a bit to
|
||||
It wasn't easier, and wasn't even much cheaper. (It costs quite a bit to
|
||||
drive a car 330 miles, to say nothing of the value of 15 hours of my
|
||||
time.) But, at the time, it seemed as though my approach would be easier
|
||||
and cheaper. In fact, I didn’t realize just how much time I had wasted
|
||||
and cheaper. In fact, I didn't realize just how much time I had wasted
|
||||
driving back and forth until I sat down to write this chapter.
|
||||
|
||||
In Chapter 1, I briefly discussed using *restartable blocks*. This, you
|
||||
|
|
@ -55,24 +55,24 @@ more effort and forethought, but would have paid off handsomely.
|
|||
 *The easy, familiar approach often has nothing in its favor except that it requires less thinking; not a great virtue when writing high-performance code—or when moving.*
|
||||
------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
And with that, let’s look at a fairly complex application of restartable
|
||||
And with that, let's look at a fairly complex application of restartable
|
||||
blocks.
|
||||
|
||||
#### Searching for Text {#Heading3}
|
||||
|
||||
The application we’re going to examine searches a file for a specified
|
||||
string. We’ll develop a program that will search the file specified on
|
||||
The application we're going to examine searches a file for a specified
|
||||
string. We'll develop a program that will search the file specified on
|
||||
the command line for a string (also specified on the comline), then
|
||||
report whether the string was found or not. (Because the searched-for
|
||||
string is obtained via **argv**, it can’t contain any whitespace
|
||||
string is obtained via **argv**, it can't contain any whitespace
|
||||
characters.)
|
||||
|
||||
This is a *very* limited subset of what search utilities such as grep
|
||||
can do, and isn’t really intended to be a generally useful application;
|
||||
can do, and isn't really intended to be a generally useful application;
|
||||
the purpose is to provide insight into restartable blocks in particular
|
||||
and optimization in general in the course of developing a search engine.
|
||||
That search engine will, however, be easy to plug into any program, and
|
||||
there’s nothing preventing you from using it in a more fruitful context,
|
||||
there's nothing preventing you from using it in a more fruitful context,
|
||||
like searching through a user-selectable file set.
|
||||
|
||||
The first point to address in designing our program involves the
|
||||
|
|
@ -82,9 +82,9 @@ that involve reading any byte of the file more than once, because disk
|
|||
access time is orders of magnitude slower than any data handling
|
||||
performed by our own code. Based on our experience in Chapter 1, we can
|
||||
also discard all approaches that get bytes either one at a time or in
|
||||
small sets from DOS. We want to read big “buffers-full” of bytes at a
|
||||
small sets from DOS. We want to read big "buffers-full" of bytes at a
|
||||
pop from the searched file, and the bigger the buffer the better—in
|
||||
order to minimize DOS’s overhead. A good rough cut is a buffer that will
|
||||
order to minimize DOS's overhead. A good rough cut is a buffer that will
|
||||
be between 16K and 64K, depending on the exact search approach, 64K
|
||||
being the maximum size because near pointers make for superior
|
||||
performance.
|
||||
|
|
@ -93,13 +93,13 @@ So we know we want to work with a large buffer, filling it as
|
|||
infrequently as possible. Now we have to figure out how to search
|
||||
through a file by loading it into that large buffer in chunks. To
|
||||
accomplish this, we have to know how we want to do our searching, and
|
||||
that’s not immediately obvious. Where do we begin?
|
||||
that's not immediately obvious. Where do we begin?
|
||||
|
||||
Well, it might be instructive to consider how we would search if our
|
||||
search involved only one buffer, already resident in memory. In other
|
||||
words, suppose we don’t have to bother with file handling at all, and
|
||||
further suppose that we don’t have to deal with searching through
|
||||
multiple blocks. After all, that’s a good description of the
|
||||
words, suppose we don't have to bother with file handling at all, and
|
||||
further suppose that we don't have to deal with searching through
|
||||
multiple blocks. After all, that's a good description of the
|
||||
all-important inner loop of our searching program, where the program
|
||||
will spend virtually all of its time (aside from the unavoidable disk
|
||||
access overhead).
|
||||
|
|
@ -109,7 +109,7 @@ access overhead).
|
|||
The easiest approach would be to use a C/C++ library function. The
|
||||
closest match to what we need is **strstr()**, which searches one string
|
||||
for the first occurrence of a second string. However, while **strstr()**
|
||||
would work, it isn’t ideal for our purposes. The problem is this: Where
|
||||
would work, it isn't ideal for our purposes. The problem is this: Where
|
||||
we want to search a fixed-length buffer for the first occurrence of a
|
||||
string, **strstr()** searches a *string* for the first occurrence of
|
||||
another string.
|
||||
|
|
|
|||
50
05-02.md
50
05-02.md
|
|
@ -11,7 +11,7 @@ implementation is well-written, its performance will suffer, at least
|
|||
for our application, from unnecessary overhead.
|
||||
|
||||
------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *This illustrates why you shouldn’t think of C/C++ library functions as black boxes; understand what they do and try to figure out how they do it, and relate that to their performance in the context you’re interested in.*
|
||||
 *This illustrates why you shouldn't think of C/C++ library functions as black boxes; understand what they do and try to figure out how they do it, and relate that to their performance in the context you're interested in.*
|
||||
------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
### Brute-Force Techniques {#Heading5}
|
||||
|
|
@ -19,12 +19,12 @@ for our application, from unnecessary overhead.
|
|||
Given that no C/C++ library function meets our needs precisely, an
|
||||
obvious alternative approach is the brute-force technique that uses
|
||||
**memcmp()** to compare *every* potential matching location in the
|
||||
buffer to the string we’re searching for, as illustrated in Figure 5.1.
|
||||
buffer to the string we're searching for, as illustrated in Figure 5.1.
|
||||
|
||||
By the way, we could, of course, use our own code, working with pointers
|
||||
in a loop, to perform the comparison in place of **memcmp()**. But
|
||||
**memcmp()** will almost certainly use the very fast **REPZ CMPS**
|
||||
instruction. However, *never assume!* It wouldn’t hurt to use a debugger
|
||||
instruction. However, *never assume!* It wouldn't hurt to use a debugger
|
||||
to check out the actual machine-code implementation of **memcmp()** from
|
||||
your compiler. If necessary, you could always write your own assembly
|
||||
language implementation of **memcmp()**.
|
||||
|
|
@ -35,14 +35,14 @@ language implementation of **memcmp()**.
|
|||
Invoking **memcmp()** for each potential match location works, but
|
||||
entails considerable overhead. Each comparison requires that parameters
|
||||
be pushed and that a call to and return from **memcmp()** be performed,
|
||||
along with a pass through the comparison loop. Surely there’s a better
|
||||
along with a pass through the comparison loop. Surely there's a better
|
||||
way!
|
||||
|
||||
Indeed there is. We can eliminate most calls to **memcmp()** by
|
||||
performing a simple test on each potential match location that will
|
||||
reject most such locations right off the bat. We’ll just check whether
|
||||
reject most such locations right off the bat. We'll just check whether
|
||||
the first character of the potentially matching buffer location matches
|
||||
the first character of the string we’re searching for. We could make
|
||||
the first character of the string we're searching for. We could make
|
||||
this check by using a pointer in a loop to scan the buffer for the next
|
||||
match for the first character, stopping to check for a match with the
|
||||
rest of the string *only* when the first character matches, as shown in
|
||||
|
|
@ -50,65 +50,65 @@ Figure 5.2.
|
|||
|
||||
### Using memchr() {#Heading6}
|
||||
|
||||
There’s yet a better way to implement this approach, however. Use the
|
||||
There's yet a better way to implement this approach, however. Use the
|
||||
**memchr()** function, which does nothing more or less than find the
|
||||
next occurrence of a specified character in a fixed-length buffer
|
||||
(presumably by using the extremely efficient **REPNZ SCASB**
|
||||
instruction, although again it wouldn’t hurt to check). By using
|
||||
instruction, although again it wouldn't hurt to check). By using
|
||||
**memchr()** to scan for potential matches that can then be fully tested
|
||||
with **memcmp()**, we can build a highly efficient search engine that
|
||||
takes good advantage of the information we have about the buffer being
|
||||
searched and the string we’re searching for. Our engine also relies
|
||||
searched and the string we're searching for. Our engine also relies
|
||||
heavily on repeated string instructions, assuming that the **memchr()**
|
||||
and **memcmp()** library functions are properly coded.
|
||||
|
||||
\
|
||||
**Figure 5.2** *The faster string-searching technique.*
|
||||
|
||||
We’re going to go with the this approach in our file-searching program;
|
||||
We're going to go with the this approach in our file-searching program;
|
||||
the only trick lies in deciding how to integrate this approach with
|
||||
restartable blocks in order to search through files larger than our
|
||||
buffer. This certainly isn’t the fastest-possible searching algorithm;
|
||||
buffer. This certainly isn't the fastest-possible searching algorithm;
|
||||
as one example, the Boyer-Moore algorithm, which cleverly eliminates
|
||||
many buffer locations as potential matches in the process of checking
|
||||
preceding locations, can be considerably faster. However, the
|
||||
Boyer-Moore algorithm is quite complex to understand and implement, and
|
||||
would distract us from our main focus, restartable blocks, so we’ll save
|
||||
would distract us from our main focus, restartable blocks, so we'll save
|
||||
it for a later chapter (Chapter 14, to be precise). Besides, I suspect
|
||||
you’ll find the approach we’ll use to be fast enough for most purposes.
|
||||
you'll find the approach we'll use to be fast enough for most purposes.
|
||||
|
||||
Now that we’ve selected a searching approach, let’s integrate it with
|
||||
Now that we've selected a searching approach, let's integrate it with
|
||||
file handling and searching through multiple blocks. In other words,
|
||||
let’s make it restartable.
|
||||
let's make it restartable.
|
||||
|
||||
#### Making a Search Restartable {#Heading7}
|
||||
|
||||
As it happens, there’s no great trick to putting the pieces of this
|
||||
search program together. Basically, we’ll read in a buffer of data
|
||||
(we’ll work with 16K at a time to avoid signed overflow problems with
|
||||
As it happens, there's no great trick to putting the pieces of this
|
||||
search program together. Basically, we'll read in a buffer of data
|
||||
(we'll work with 16K at a time to avoid signed overflow problems with
|
||||
integers), search it for a match with the **memchr()/memcmp()** engine
|
||||
described, and exit with a “string found” response if the desired string
|
||||
described, and exit with a "string found" response if the desired string
|
||||
is found.
|
||||
|
||||
Otherwise, we’ll load in another buffer full of data from the file,
|
||||
Otherwise, we'll load in another buffer full of data from the file,
|
||||
search it, and so on. The only trick lies in handling potentially
|
||||
matching sequences in the file that start in one buffer and end in the
|
||||
next—that is, sequences that span buffers. We’ll handle this by copying
|
||||
next—that is, sequences that span buffers. We'll handle this by copying
|
||||
the unchecked bytes at the end of one buffer to the start of the next
|
||||
and reading that many fewer bytes the next time we fill the buffer.
|
||||
|
||||
The exact number of bytes to be copied from the end of one buffer to the
|
||||
start of the next is the length of the searched-for string minus 1,
|
||||
since that’s how many bytes at the end of the buffer can’t be checked as
|
||||
since that's how many bytes at the end of the buffer can't be checked as
|
||||
possible matches (because the check would run off the end of the
|
||||
buffer).
|
||||
|
||||
That’s really all there is to it. Listing 5.1 shows the file-searching
|
||||
program. As you can see, it’s not particularly complex, although a few
|
||||
That's really all there is to it. Listing 5.1 shows the file-searching
|
||||
program. As you can see, it's not particularly complex, although a few
|
||||
fairly opaque lines of code are required to handle merging the end of
|
||||
one block with the start of the next. The code that searches a single
|
||||
block—the function **SearchForString()—**is simple and compact (as it
|
||||
should be, given that it’s by far the most heavily-executed code in the
|
||||
should be, given that it's by far the most heavily-executed code in the
|
||||
listing).
|
||||
|
||||
Listing 5.1 nicely illustrates the core concept of restartable blocks:
|
||||
|
|
|
|||
28
05-03.md
28
05-03.md
|
|
@ -15,7 +15,7 @@
|
|||
#include <alloc.h> /* alloc.h for Borland compilers,
|
||||
malloc.h for Microsoft compilers */
|
||||
|
||||
#define BLOCK_SIZE 0x4000 /* we’ll process the file in 16K blocks */
|
||||
#define BLOCK_SIZE 0x4000 /* we'll process the file in 16K blocks */
|
||||
|
||||
/* Searches the specified number of sequences in the specified
|
||||
buffer for matches to SearchString of SearchStringLength. Note
|
||||
|
|
@ -42,16 +42,16 @@
|
|||
also matches */
|
||||
if ( SearchStringLength == 1 ) {
|
||||
return(1); /* That one matching character was the whole
|
||||
search string, so we’ve got a match */
|
||||
search string, so we've got a match */
|
||||
}
|
||||
else {
|
||||
/* Check whether the remaining characters match */
|
||||
if ( !memcmp(PotentialMatch + 1, SearchString + 1,
|
||||
SearchStringLength - 1) ) {
|
||||
return(1); /* We’ve got a match */
|
||||
return(1); /* We've got a match */
|
||||
}
|
||||
}
|
||||
/* The string doesn’t match; keep going by pointing past the
|
||||
/* The string doesn't match; keep going by pointing past the
|
||||
potential match location we just rejected */
|
||||
SearchLength -= PotentialMatch - Buffer + 1;
|
||||
Buffer = PotentialMatch + 1;
|
||||
|
|
@ -79,13 +79,13 @@
|
|||
|
||||
/* Check for the proper number of arguments */
|
||||
if ( argc != 3 ) {
|
||||
printf(“usage: search filename search-string\n”);
|
||||
printf("usage: search filename search-string\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
/* Try to open the file to be searched */
|
||||
if ( (Handle = open(argv[1], O_RDONLY | O_BINARY)) == -1 ) {
|
||||
printf(“Can’t open file: %s\n”, argv[1]);
|
||||
printf("Can't open file: %s\n", argv[1]);
|
||||
exit(1);
|
||||
}
|
||||
/* Calculate the length of text to search for */
|
||||
|
|
@ -93,7 +93,7 @@
|
|||
SearchStringLength = strlen(SearchString);
|
||||
/* Try to get memory in which to buffer the data */
|
||||
if ( (WorkingBlock = malloc(BLOCK_SIZE)) == NULL ) {
|
||||
printf(“Can’t get enough memory\n”);
|
||||
printf("Can't get enough memory\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
|
|
@ -102,7 +102,7 @@
|
|||
NextLoadPtr = WorkingBlock;
|
||||
NextLoadCount = BLOCK_SIZE;
|
||||
Done = 0; /* Not done with search yet */
|
||||
Found = 0; /* Assume we won’t find a match */
|
||||
Found = 0; /* Assume we won't find a match */
|
||||
/* Search the file in BLOCK_SIZE chunks */
|
||||
do {
|
||||
/* Read in however many bytes are needed to fill out the block
|
||||
|
|
@ -110,10 +110,10 @@
|
|||
the rest of the bytes in the file, whichever is less */
|
||||
if ( (WorkingLength = read(Handle, NextLoadPtr,
|
||||
NextLoadCount)) == -1 ) {
|
||||
printf(“Error reading file %s\n”, argv[1]);
|
||||
printf("Error reading file %s\n", argv[1]);
|
||||
exit(1);
|
||||
}
|
||||
/* If we didn’t read all the bytes we requested, we’re done
|
||||
/* If we didn't read all the bytes we requested, we're done
|
||||
after this block, whether we find a match or not */
|
||||
if ( WorkingLength != NextLoadCount ) {
|
||||
Done = 1;
|
||||
|
|
@ -132,7 +132,7 @@
|
|||
WorkingLength - SearchStringLength + 1) <= 0 ) {
|
||||
Done = 1; /* Too few characters in this block for
|
||||
there to be any possible matches, so this
|
||||
is the final block and we’re done without
|
||||
is the final block and we're done without
|
||||
finding a match
|
||||
*/
|
||||
}
|
||||
|
|
@ -140,7 +140,7 @@
|
|||
/* Search this block */
|
||||
if ( SearchForString(WorkingBlock, BlockSearchLength,
|
||||
SearchString, SearchStringLength) ) {
|
||||
Found = 1; /* We’ve found a match */
|
||||
Found = 1; /* We've found a match */
|
||||
Done = 1;
|
||||
}
|
||||
else {
|
||||
|
|
@ -162,9 +162,9 @@
|
|||
|
||||
/* Report the results */
|
||||
if ( Found ) {
|
||||
printf(“String found\n”);
|
||||
printf("String found\n");
|
||||
} else {
|
||||
printf(“String not found\n”);
|
||||
printf("String not found\n");
|
||||
}
|
||||
exit(Found); /* Return the found/not found status as the
|
||||
DOS errorlevel */
|
||||
|
|
|
|||
24
05-04.md
24
05-04.md
|
|
@ -6,26 +6,26 @@
|
|||
|
||||
To boost the overall performance of Listing 5.1, I would normally
|
||||
convert **SearchForString()** to assembly language at this point.
|
||||
However, I’m not going to do that, and the reason is as important a
|
||||
However, I'm not going to do that, and the reason is as important a
|
||||
lesson as any discussion of optimized assembly code is likely to be.
|
||||
Take a moment to examine some interesting performance aspects of the C
|
||||
implementation, and all should become much clearer.
|
||||
|
||||
As you’ll recall from Chapter 1, one of the important rules for
|
||||
As you'll recall from Chapter 1, one of the important rules for
|
||||
optimization involves knowing when optimization is worth bothering with
|
||||
at all. Another rule involves understanding where most of a program’s
|
||||
execution time is going. That’s more true for Listing 5.1 than you might
|
||||
at all. Another rule involves understanding where most of a program's
|
||||
execution time is going. That's more true for Listing 5.1 than you might
|
||||
think.
|
||||
|
||||
When Listing 5.1 is run on a 1 MB assembly source file, it takes about
|
||||
three seconds to find the string “xxxend” (which is at the end of the
|
||||
three seconds to find the string "xxxend" (which is at the end of the
|
||||
file) on a 20 MHz 386 machine, with the entire file in a disk cache. If
|
||||
**BLOCK\_SIZE** is trimmed from 16K to 4K, *execution time does not
|
||||
increase perceptibly!* At 2K, the program slows slightly; it’s not until
|
||||
increase perceptibly!* At 2K, the program slows slightly; it's not until
|
||||
the block size shrinks to 64 bytes that execution time becomes
|
||||
approximately double that of the 16K buffer.
|
||||
|
||||
So the first thing we’ve discovered is that, while bigger blocks do make
|
||||
So the first thing we've discovered is that, while bigger blocks do make
|
||||
for the best performance, the increment in performance may not be very
|
||||
large, and might not justify the extra memory required for those larger
|
||||
blocks. Our next discovery is that, even though we read the file in
|
||||
|
|
@ -35,9 +35,9 @@ spent in executing the **read()** function.
|
|||
When I replaced the **read()** function call in Listing 5.1 with code
|
||||
that simply fools the program into thinking that a 1 MB file is being
|
||||
read, the program ran almost instantaneously—in less than 1/2 second,
|
||||
even when the searched-for string wasn’t anywhere to be found. By
|
||||
even when the searched-for string wasn't anywhere to be found. By
|
||||
contrast, Listing 5.1 requires three seconds to run even when searching
|
||||
for a single character that isn’t found anywhere in the file, the case
|
||||
for a single character that isn't found anywhere in the file, the case
|
||||
in which a single call to **memchr()** (and thus a single **REPNZ
|
||||
SCASB**) can eliminate an entire block at a time.
|
||||
|
||||
|
|
@ -48,7 +48,7 @@ good deal less than 20 percent of the total, given that the overhead of
|
|||
loading the program, running through the C startup code, opening the
|
||||
file, executing **printf()**, and exiting the program and returning to
|
||||
the DOS shell are also included in my timings. Given which, it should be
|
||||
apparent why converting to assembly language isn’t worth the trouble—the
|
||||
apparent why converting to assembly language isn't worth the trouble—the
|
||||
best we could do by speeding up the search is a 10 percent or so
|
||||
improvement, and that would require more than doubling the performance
|
||||
of code that already uses repeated string instructions to do most of the
|
||||
|
|
@ -58,7 +58,7 @@ Not likely.
|
|||
|
||||
#### Knowing When Assembly Is Pointless {#Heading9}
|
||||
|
||||
So that’s why we’re not going to go to assembly language in this
|
||||
So that's why we're not going to go to assembly language in this
|
||||
example—which is not to say it would never be worth converting the
|
||||
search engine in Listing 5.1 to assembly.
|
||||
|
||||
|
|
@ -75,7 +75,7 @@ parameters, and call **memcmp()** in order to do the same thing.
|
|||
Likewise, assembly can switch back to **REPNZ SCASB** after a non-match
|
||||
much more quickly than Listing 5.1. The switching overhead is high; when
|
||||
searching a file completely filled with the character z for the string
|
||||
“zy,” Listing 5.1 takes almost 1/2 minute, or nearly an order of
|
||||
"zy," Listing 5.1 takes almost 1/2 minute, or nearly an order of
|
||||
magnitude longer than when searching a file filled with normal text.
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
|
|
|||
24
05-05.md
24
05-05.md
|
|
@ -12,30 +12,30 @@ searching through huge (segment-spanning) buffers.
|
|||
|
||||
And so we find, as we so often will, that optimization is definitely not
|
||||
a cut-and-dried matter, and that there is no such thing as a single
|
||||
“best” approach.
|
||||
"best" approach.
|
||||
|
||||
------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *You must know what your application will typically do, and you must know whether you’re more concerned with average or worst-case performance before you can decide how best to speed up your program—and, indeed, whether speeding it up is worth doing at all.*
|
||||
 *You must know what your application will typically do, and you must know whether you're more concerned with average or worst-case performance before you can decide how best to speed up your program—and, indeed, whether speeding it up is worth doing at all.*
|
||||
------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
By the way, don’t think that just because very large block sizes don’t
|
||||
much improve performance, it wasn’t worth using restartable blocks in
|
||||
By the way, don't think that just because very large block sizes don't
|
||||
much improve performance, it wasn't worth using restartable blocks in
|
||||
Listing 5.1. Listing 5.1 runs more than three times more slowly with a
|
||||
block size of 32 bytes than with a block size of 4K, and any
|
||||
byte-by-byte approach would surely be slower still, due to the overhead
|
||||
of repeated calls to DOS and/or the C stream I/O library.
|
||||
|
||||
Restartable blocks do minimize the overhead of DOS file-access calls in
|
||||
Listing 5.1; it’s just that there’s no way to reduce that overhead to
|
||||
Listing 5.1; it's just that there's no way to reduce that overhead to
|
||||
the point where it becomes worth attempting to further improve the
|
||||
performance of our relatively efficient search engine. Although the
|
||||
search engine is by no means fully optimized, it’s nonetheless as fast
|
||||
as there’s any reason for it to be, given the balance of performance
|
||||
search engine is by no means fully optimized, it's nonetheless as fast
|
||||
as there's any reason for it to be, given the balance of performance
|
||||
among the components of this program.
|
||||
|
||||
### Always Look Where Execution Is Going {#Heading10}
|
||||
|
||||
I’ve explained two important lessons: Know when it’s worth optimizing
|
||||
I've explained two important lessons: Know when it's worth optimizing
|
||||
further, and use restartable blocks to process large data sets as a
|
||||
series of blocks, with each block handled at high speed. The first
|
||||
lesson is less obvious than it seems.
|
||||
|
|
@ -46,7 +46,7 @@ version to be much faster. When I actually looked at where execution
|
|||
time was going (which I did by modifying the program to remove the calls
|
||||
to the **read()** function, but a code profiler could be used to do the
|
||||
same thing much more easily), I found that the best code in the world
|
||||
wouldn’t make much difference.
|
||||
wouldn't make much difference.
|
||||
|
||||
------------------- -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *When you try to speed up code, take a moment to identify the hot spots in your program so that you know where optimization is needed and whether it will make a significant difference before you invest your time.*
|
||||
|
|
@ -54,17 +54,17 @@ wouldn’t make much difference.
|
|||
|
||||
As for restartable blocks: Here we tackled a considerably more complex
|
||||
application of restartable blocks than we did in Chapter 1—which turned
|
||||
out not to be so difficult after all. Don’t let irregularities in the
|
||||
out not to be so difficult after all. Don't let irregularities in the
|
||||
programming tasks you tackle, such as strings that span blocks, fluster
|
||||
you into settling for easy, general—and slow—solutions. Focus on making
|
||||
the inner loop—the code that handles each block—as efficient as
|
||||
possible, then structure the rest of your code to support the inner
|
||||
loop.
|
||||
|
||||
Programming with restartable blocks isn’t easy, but when speed is an
|
||||
Programming with restartable blocks isn't easy, but when speed is an
|
||||
issue, using restartable blocks in the right places more than pays for
|
||||
itself with greatly improved performance. And when speed is *not* an
|
||||
issue, of course, or in code that’s not time-critical, you wouldn’t
|
||||
issue, of course, or in code that's not time-critical, you wouldn't
|
||||
dream of wasting your time on optimization.
|
||||
|
||||
Would you?
|
||||
|
|
|
|||
54
06-01.md
54
06-01.md
|
|
@ -8,7 +8,7 @@ Chapter 6\
|
|||
|
||||
### How Machine Instructions May Do More Than You Think {#Heading2}
|
||||
|
||||
I first met Jeff Duntemann at an authors’ dinner hosted by *PC Tech
|
||||
I first met Jeff Duntemann at an authors' dinner hosted by *PC Tech
|
||||
Journal* at Fall Comdex, back in 1985. Jeff was already reasonably
|
||||
well-known as a computer editor and writer, although not as famous as
|
||||
*Complete Turbo Pascal*, editions 1 through 672 (or thereabouts), *TURBO
|
||||
|
|
@ -22,7 +22,7 @@ time, I nonetheless harbored vague ambitions of being a science-fiction
|
|||
writer when I grew up. (I have since realized that this hardly puts me
|
||||
in elite company, especially in the computer world, where it seems that
|
||||
every other person has told me they plan to write science fiction
|
||||
“someday.” Given that probably fewer than 500—I’m guessing here—original
|
||||
"someday." Given that probably fewer than 500—I'm guessing here—original
|
||||
science fiction and fantasy short stories, and perhaps a few more novels
|
||||
than that, are published each year in this country, I see a few mid-life
|
||||
crises coming.)
|
||||
|
|
@ -31,10 +31,10 @@ At any rate, I had accumulated a small collection of rejection slips,
|
|||
and fancied myself something of an old hand in the field. At the end of
|
||||
the dinner, as the other writers complained half-seriously about how
|
||||
little they were paid for writing for *Tech Journal*, I leaned over to
|
||||
Jeff and whispered, “You know, the pay isn’t so bad here. You should see
|
||||
what they pay for science fiction—even to the guys who win awards!”
|
||||
Jeff and whispered, "You know, the pay isn't so bad here. You should see
|
||||
what they pay for science fiction—even to the guys who win awards!"
|
||||
|
||||
To which Jeff replied, “I know. I’ve been nominated for two Hugos.”
|
||||
To which Jeff replied, "I know. I've been nominated for two Hugos."
|
||||
|
||||
Oh.
|
||||
|
||||
|
|
@ -45,22 +45,22 @@ put on by a computer magazine, seated next to an editor who had just
|
|||
finished a book about Turbo Pascal, and, gosh, it was *obvious* that the
|
||||
appropriate topic was computers.
|
||||
|
||||
For once, the moral is *not* “don’t judge a book by its cover.” Jeff is
|
||||
For once, the moral is *not* "don't judge a book by its cover." Jeff is
|
||||
in fact what he appeared to be at face value: a computer writer and
|
||||
editor. However, he is more, too; face value wasn’t full value. You’ll
|
||||
similarly find that face value isn’t always full value in computer
|
||||
editor. However, he is more, too; face value wasn't full value. You'll
|
||||
similarly find that face value isn't always full value in computer
|
||||
programming, and especially so when working in assembly language, where
|
||||
many instructions have talents above and beyond their obvious abilities.
|
||||
|
||||
On the other hand, there are also a number of instructions, such as
|
||||
**LOOP**, that are designed to perform specific functions but aren’t
|
||||
always the best instructions for those functions. So don’t judge a book
|
||||
**LOOP**, that are designed to perform specific functions but aren't
|
||||
always the best instructions for those functions. So don't judge a book
|
||||
by its cover, either.
|
||||
|
||||
Assembly language for the x86 family isn’t like any other language (for
|
||||
Assembly language for the x86 family isn't like any other language (for
|
||||
which we should, without hesitation, offer our profuse thanks). Assembly
|
||||
language reflects the design of the processor rather than the way we
|
||||
think, so it’s full of multiple instructions that perform similar
|
||||
think, so it's full of multiple instructions that perform similar
|
||||
functions, instructions with odd and often confusing side effects, and
|
||||
endless ways to string together different instructions to do much the
|
||||
same things, often with seemingly minuscule differences that can turn
|
||||
|
|
@ -69,44 +69,44 @@ out to be surprisingly important.
|
|||
To produce the best code, you must decide precisely what you need to
|
||||
accomplish, then put together the sequence of instructions that
|
||||
accomplishes that end most efficiently, regardless of what the
|
||||
instructions are usually used for. That’s why optimization for the PC is
|
||||
an art, and it’s why the best assembly language for the x86 family will
|
||||
almost always handily outperform compiled code. With that in mind, let’s
|
||||
look past face value—and while we’re at it, I’ll toss in a few examples
|
||||
instructions are usually used for. That's why optimization for the PC is
|
||||
an art, and it's why the best assembly language for the x86 family will
|
||||
almost always handily outperform compiled code. With that in mind, let's
|
||||
look past face value—and while we're at it, I'll toss in a few examples
|
||||
of not judging a book by its cover.
|
||||
|
||||
The point to all this: You must come to regard the x86 family
|
||||
instructions for what they do, not what you’re used to thinking they do.
|
||||
instructions for what they do, not what you're used to thinking they do.
|
||||
Yes, **SHL** shifts a pattern left—but a look-up table can do the same
|
||||
thing, and can often do it faster. **ADD** can indeed add two operands,
|
||||
but it can’t put the result in a third register; **LEA** can. The
|
||||
but it can't put the result in a third register; **LEA** can. The
|
||||
instruction set is your raw material for writing high-performance code.
|
||||
By limiting yourself to thinking only in certain well-established ways
|
||||
about the various instructions, you’re putting yourself at a substantial
|
||||
about the various instructions, you're putting yourself at a substantial
|
||||
disadvantage every time you sit down to program.
|
||||
|
||||
In short, the x86 family can do much more than you think—if you’ll use
|
||||
In short, the x86 family can do much more than you think—if you'll use
|
||||
everything it has to offer. Give it a shot!
|
||||
|
||||
#### Memory Addressing and Arithmetic {#Heading3}
|
||||
|
||||
Years ago, I saw a clip on the David Letterman show in which Letterman
|
||||
walked into a store by the name of “Just Lamps” and asked, “So what do
|
||||
you sell here?”
|
||||
walked into a store by the name of "Just Lamps" and asked, "So what do
|
||||
you sell here?"
|
||||
|
||||
“Lamps,” he was told. “Just lamps. Can’t you read?”
|
||||
"Lamps," he was told. "Just lamps. Can't you read?"
|
||||
|
||||
“Lamps,” he said. “I see. And what else?”
|
||||
"Lamps," he said. "I see. And what else?"
|
||||
|
||||
From that bit of sublime idiocy we can learn much about divining the
|
||||
full value of an instruction. To wit:
|
||||
|
||||
Quick, what do the x86’s memory addressing modes do?
|
||||
Quick, what do the x86's memory addressing modes do?
|
||||
|
||||
“Calculate memory addresses,” you no doubt replied. And you’re right, of
|
||||
"Calculate memory addresses," you no doubt replied. And you're right, of
|
||||
course. But what *else* do they do?
|
||||
|
||||
They perform arithmetic, that’s what they do, and that’s a distinctly
|
||||
They perform arithmetic, that's what they do, and that's a distinctly
|
||||
different and often useful perspective on memory address calculations.
|
||||
|
||||
For example, suppose you have an array base address in BX and an index
|
||||
|
|
|
|||
42
06-02.md
42
06-02.md
|
|
@ -4,10 +4,10 @@
|
|||
|
||||
The two approaches are functionally interchangeable but *not* equivalent
|
||||
from a performance standpoint, and which is better depends on the
|
||||
particular context. If it’s a one-shot memory access, it’s best to let
|
||||
the processor perform the addition; it’s generally faster at doing this
|
||||
than a separate **ADD** instruction would be. If it’s a memory access
|
||||
within a loop, however, it’s advantageous on the 8088 CPU to perform the
|
||||
particular context. If it's a one-shot memory access, it's best to let
|
||||
the processor perform the addition; it's generally faster at doing this
|
||||
than a separate **ADD** instruction would be. If it's a memory access
|
||||
within a loop, however, it's advantageous on the 8088 CPU to perform the
|
||||
addition outside the loop, if possible, reducing effective address
|
||||
calculation time inside the loop, as in the following:
|
||||
|
||||
|
|
@ -24,22 +24,22 @@ no longer than **MOV AL,[BX]** on these processors because effective
|
|||
address calculations generally take no extra time at all. (According to
|
||||
the MASM manual, one extra clock is required if three memory addressing
|
||||
components, as in **MOV AL,[BX+SI+1]**, are used. I have not been able
|
||||
to confirm this from Intel publications, but then I haven’t looked all
|
||||
that hard.) If you’re optimizing for the 286 or 386, then, you can take
|
||||
advantage of the processor’s ability to perform arithmetic as part of
|
||||
to confirm this from Intel publications, but then I haven't looked all
|
||||
that hard.) If you're optimizing for the 286 or 386, then, you can take
|
||||
advantage of the processor's ability to perform arithmetic as part of
|
||||
memory address calculations without taking a performance hit.
|
||||
|
||||
The 486 is an odd case, in which the use of an index register or the use
|
||||
of a base register that’s the destination of the previous instruction
|
||||
of a base register that's the destination of the previous instruction
|
||||
may slow things down, so it is generally but not always better to
|
||||
perform the addition outside the loop on the 486. All memory addressing
|
||||
calculations are free on the Pentium, however. I’ll discuss 486
|
||||
calculations are free on the Pentium, however. I'll discuss 486
|
||||
performance issues in Chapters 12 and 13, and the Pentium in Chapters 19
|
||||
through 21.
|
||||
|
||||
### Math via Memory Addressing {#Heading4}
|
||||
|
||||
You’re probably not particularly wowed to hear that you can use
|
||||
You're probably not particularly wowed to hear that you can use
|
||||
addressing modes to perform memory addressing arithmetic that would
|
||||
otherwise have to be performed with separate arithmetic instructions.
|
||||
You may, however, be a tad more interested to hear that you can also use
|
||||
|
|
@ -50,14 +50,14 @@ instructions, at that.
|
|||
How?
|
||||
|
||||
With **LEA**, the only instruction that performs memory addressing
|
||||
calculations but doesn’t actually address memory. **LEA** accepts a
|
||||
calculations but doesn't actually address memory. **LEA** accepts a
|
||||
standard memory addressing operand, but does nothing more than store the
|
||||
calculated memory offset in the specified register, which may be any
|
||||
general-purpose register. The operation of **LEA** is illustrated in
|
||||
Figure 6.1, which also shows the operation of register-to-register
|
||||
**ADD**, for comparis on.
|
||||
|
||||
What does that give us? Two things that **ADD** doesn’t provide: the
|
||||
What does that give us? Two things that **ADD** doesn't provide: the
|
||||
ability to perform addition with either two or three operands, and the
|
||||
ability to store the result in *any* register, not just in one of the
|
||||
source operands.
|
||||
|
|
@ -70,7 +70,7 @@ the result in AX. The obvious solution is this:
|
|||
add ax,2
|
||||
|
||||
(It would be more compact to increment AX twice than to add two to it,
|
||||
and would probably be faster on an 8088, but that’s not what we’re after
|
||||
and would probably be faster on an 8088, but that's not what we're after
|
||||
at the moment.) An elegant alternative solution is simply:
|
||||
|
||||
lea ax,[bx+di+2]
|
||||
|
|
@ -85,7 +85,7 @@ or:
|
|||
lea di,[si+2]
|
||||
|
||||
Mind you, the only components **LEA** can add are BX or BP, SI or DI,
|
||||
and a constant displacement, so it’s not going to replace **ADD** most
|
||||
and a constant displacement, so it's not going to replace **ADD** most
|
||||
of the time. Also, **LEA** is considerably slower than **ADD** on an
|
||||
8088, although it is just as fast as **ADD** on a 286 or 386 when fewer
|
||||
than three memory addressing components are used. **LEA** is 1 cycle
|
||||
|
|
@ -98,16 +98,16 @@ and Pentium, **LEA** can also be slowed down by addressing interlocks.
|
|||
|
||||
#### The Wonders of LEA on the 386 {#Heading5}
|
||||
|
||||
**LEA** really comes into its own as a “super-ADD” instruction on the
|
||||
**LEA** really comes into its own as a "super-ADD" instruction on the
|
||||
386, 486, and Pentium, where it can take advantage of the enhanced
|
||||
memory addressing modes of those processors. (The 486 and Pentium offer
|
||||
the same modes as the 386, so I’ll refer only to the 386 from now on.)
|
||||
the same modes as the 386, so I'll refer only to the 386 from now on.)
|
||||
The 386 can do two very interesting things: It can use *any* 32-bit
|
||||
register (EAX, EBX, and so on) as the memory addressing base register
|
||||
and/or the memory addressing index register, and it can multiply any
|
||||
32-bit register used as an index by two, four, or eight in the process
|
||||
of calculating a memory address, as shown in Figure 6.2. Let’s see what
|
||||
that’s good for.
|
||||
of calculating a memory address, as shown in Figure 6.2. Let's see what
|
||||
that's good for.
|
||||
|
||||
Well, the obvious advantage is that any two 32-bit registers, or any
|
||||
32-bit register and any constant, or any two 32-bit registers and any
|
||||
|
|
@ -122,7 +122,7 @@ destination.
|
|||
But what else can **LEA** do on a 386, besides add?
|
||||
|
||||
It can multiply any register used as an index. **LEA** can multiply only
|
||||
by the power-of-two values 2, 4, or 8, but that’s useful more often than
|
||||
by the power-of-two values 2, 4, or 8, but that's useful more often than
|
||||
you might imagine, especially when dealing with pointers into tables.
|
||||
Besides, multiplying by 2, 4, or 8 amounts to a left shift of 1, 2, or 3
|
||||
bits, so we can now add up to two 32-bit registers and a constant, *and*
|
||||
|
|
@ -168,10 +168,10 @@ cycles is a pretty neat trick, even though it works only on a 386 or
|
|||
486.
|
||||
|
||||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *The full list of values that **LEA** can multiply a register by on a 386 or 486 is: 2, 3, 4, 5, 8, and 9. That list doesn’t include every multiplier you might want, but it covers some commonly used ones, and the performance is hard to beat.*
|
||||
 *The full list of values that **LEA** can multiply a register by on a 386 or 486 is: 2, 3, 4, 5, 8, and 9. That list doesn't include every multiplier you might want, but it covers some commonly used ones, and the performance is hard to beat.*
|
||||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
I’d like to extend my thanks to Duane Strong of Metagraphics for his
|
||||
I'd like to extend my thanks to Duane Strong of Metagraphics for his
|
||||
help in brainstorming uses for the 386 version of **LEA** and for
|
||||
pointing out the complications of 486 instruction timings.
|
||||
|
||||
|
|
|
|||
40
07-01.md
40
07-01.md
|
|
@ -8,16 +8,16 @@ Chapter 7\
|
|||
|
||||
### Optimizing Halfway between Algorithms and Cycle Counting {#Heading2}
|
||||
|
||||
You might not think it, but there’s much to learn about performance
|
||||
You might not think it, but there's much to learn about performance
|
||||
programming from the Great Buffalo Sauna Fiasco. To wit:
|
||||
|
||||
The scene is Buffalo, New York, in the dead of winter, with the snow
|
||||
piled several feet deep. Four college students, living in typical
|
||||
student housing, are frozen to the bone. The third floor of their house,
|
||||
uninsulated and so cold that it’s uninhabitable, has an ancient
|
||||
uninsulated and so cold that it's uninhabitable, has an ancient
|
||||
bathroom. One fabulously cold day, inspiration strikes:
|
||||
|
||||
“Hey—we could make that bathroom into a *sauna!*”
|
||||
"Hey—we could make that bathroom into a *sauna!*"
|
||||
|
||||
Pandemonium ensues. Someone rushes out and buys a gas heater, and at
|
||||
considerable risk to life and limb hooks it up to an abandoned but still
|
||||
|
|
@ -29,7 +29,7 @@ benches along the sides of the bathroom. *Voila*—instant sauna!
|
|||
|
||||
They crank up the gas heater, put the bucket of rocks in front of it,
|
||||
close the door, take off their clothes, and sit down to steam
|
||||
themselves. Mind you, it’s not yet 50 degrees Fahrenheit in this room,
|
||||
themselves. Mind you, it's not yet 50 degrees Fahrenheit in this room,
|
||||
but the gas heater is roaring. Surely warmer times await.
|
||||
|
||||
Indeed they do. The temperature climbs to 55 degrees, then 60, then 63,
|
||||
|
|
@ -66,51 +66,51 @@ program is worth bothering with only in the context of a good design.
|
|||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
So, drawing fortitude from the knowledge that our quest is a pure and
|
||||
worthy one, let’s resume our exploration of assembly language
|
||||
worthy one, let's resume our exploration of assembly language
|
||||
instructions with hidden talents and instructions with well-known
|
||||
talents that are less than they appear to be. In the process, we’ll come
|
||||
talents that are less than they appear to be. In the process, we'll come
|
||||
to see that there is another, very important optimization level between
|
||||
the algorithm/design level and the cycle-counting/individual instruction
|
||||
level. I’ll call this middle level *local optimization;* it involves
|
||||
level. I'll call this middle level *local optimization;* it involves
|
||||
focusing on optimizing sequences of instructions rather than individual
|
||||
instructions, all with an eye to implementing designs as efficiently as
|
||||
possible given the capabilities of the x86 family instruction set.
|
||||
|
||||
And yes, in case you’re wondering, the above story is indeed true. Was I
|
||||
there? Let me put it this way: If I were, I’d never admit it!
|
||||
And yes, in case you're wondering, the above story is indeed true. Was I
|
||||
there? Let me put it this way: If I were, I'd never admit it!
|
||||
|
||||
#### When LOOP Is a Bad Idea {#Heading3}
|
||||
|
||||
Let’s examine first an instruction that is less than it appears to be:
|
||||
**LOOP**. There’s no mystery about what **LOOP** does; it decrements CX
|
||||
and branches if CX doesn’t decrement to zero. It’s so beautifully suited
|
||||
Let's examine first an instruction that is less than it appears to be:
|
||||
**LOOP**. There's no mystery about what **LOOP** does; it decrements CX
|
||||
and branches if CX doesn't decrement to zero. It's so beautifully suited
|
||||
to the task of counting down loops that any experienced x86 programmer
|
||||
instinctively stuffs the loop count in CX and reaches for **LOOP** when
|
||||
setting up a loop. That’s fine—**LOOP** does, of course, work as
|
||||
setting up a loop. That's fine—**LOOP** does, of course, work as
|
||||
advertised—but there is one problem:
|
||||
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *On half of the processors in the x86 family, **LOOP** is slower than **DEC CX** followed by **JNZ**. (Granted, **DEC CX/JNZ** isn’t precisely equivalent to **LOOP,** because **DEC** alters the flags and LOOP doesn’t, but in most situations they’re comparable.)*
|
||||
 *On half of the processors in the x86 family, **LOOP** is slower than **DEC CX** followed by **JNZ**. (Granted, **DEC CX/JNZ** isn't precisely equivalent to **LOOP,** because **DEC** alters the flags and LOOP doesn't, but in most situations they're comparable.)*
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
How can this be? Don’t ask me, ask Intel. On the 8088 and 80286,
|
||||
How can this be? Don't ask me, ask Intel. On the 8088 and 80286,
|
||||
**LOOP** is indeed faster than **DEC CX/JNZ** by a cycle, and **LOOP**
|
||||
is generally a little faster still because it’s a byte shorter and so
|
||||
is generally a little faster still because it's a byte shorter and so
|
||||
can be fetched faster. On the 386, however, things change; **LOOP** is
|
||||
two cycles *slower* than **DEC/JNZ,** and the fetch time for one extra
|
||||
byte on even an uncached 386 generally isn’t significant. (Remember that
|
||||
byte on even an uncached 386 generally isn't significant. (Remember that
|
||||
the 386 fetches four instruction bytes at a pop.) **LOOP** is three
|
||||
cycles slower than **DEC/JNZ** on the 486, and the 486 executes
|
||||
instructions in so few cycles that those three cycles mean that
|
||||
**DEC/JNZ** is nearly *twice* as fast as **LOOP**. Then, too, unlike
|
||||
**LOOP, DEC** doesn’t require that **CX** be used, so the **DEC/JNZ**
|
||||
**LOOP, DEC** doesn't require that **CX** be used, so the **DEC/JNZ**
|
||||
solution is both faster and more flexible on the 386 and 486, and on the
|
||||
Pentium as well. (By the way, all this is not just theory; I’ve timed
|
||||
Pentium as well. (By the way, all this is not just theory; I've timed
|
||||
the relative performances of **LOOP** and **DEC CX/JNZ** on a cached
|
||||
386, and LOOP really is slower.)
|
||||
|
||||
------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *Things are stranger still for **LOOP**’s relative **JCXZ,** which branches if and only if CX is zero. **JCXZ** is faster than **AND CX,CX/JZ** on the 8088 and 80286, and equivalent on the 80386—but is about twice as slow on the 486!*
|
||||
 *Things are stranger still for **LOOP**'s relative **JCXZ,** which branches if and only if CX is zero. **JCXZ** is faster than **AND CX,CX/JZ** on the 8088 and 80286, and equivalent on the 80386—but is about twice as slow on the 486!*
|
||||
------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
|
|
|||
56
07-02.md
56
07-02.md
|
|
@ -2,19 +2,19 @@
|
|||
[Previous](07-01.html) [Table of Contents](index.html) [Next](07-03.html)
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
||||
By the way, don’t fall victim to the lures of **JCXZ** and do something
|
||||
By the way, don't fall victim to the lures of **JCXZ** and do something
|
||||
like this:
|
||||
|
||||
and cx,ofh ;Isolate the desired field
|
||||
jcxz SkipLoop ;If field is 0, don’t bother
|
||||
jcxz SkipLoop ;If field is 0, don't bother
|
||||
|
||||
The **AND** instruction has already set the Zero flag, so this
|
||||
|
||||
and cx,0fh ;Isolate the desired field
|
||||
jz SkipLoop ;If field is 0, don’t bother
|
||||
jz SkipLoop ;If field is 0, don't bother
|
||||
|
||||
will do just fine and is faster on all processors. Use **JCXZ** only
|
||||
when the Zero flag isn’t already set to reflect the status of CX.
|
||||
when the Zero flag isn't already set to reflect the status of CX.
|
||||
|
||||
### The Lessons of LOOP and JCXZ {#Heading4}
|
||||
|
||||
|
|
@ -24,17 +24,17 @@ faster than several instructions that together do the same thing.
|
|||
Second, that the relative merits of instructions and optimization rules
|
||||
vary to a surprisingly large degree across the x86 family.
|
||||
|
||||
In particular, if you’re going to write 386 protected mode code, which
|
||||
will run only on the 386, 486, and Pentium, you’d be well advised to
|
||||
In particular, if you're going to write 386 protected mode code, which
|
||||
will run only on the 386, 486, and Pentium, you'd be well advised to
|
||||
rethink your use of the more esoteric members of the x86 instruction
|
||||
set. **LOOP, JCXZ,** the various accumulator-specific instructions, and
|
||||
even the string instructions in many circumstances no longer offer the
|
||||
advantages they did on the 8088. Sometimes they’re just not any faster
|
||||
than more general instructions, so they’re not worth going out of your
|
||||
way to use; sometimes, as with **LOOP,** they’re actually slower, and
|
||||
you’d do well to avoid them altogether in the 386/486 world. Reviewing
|
||||
advantages they did on the 8088. Sometimes they're just not any faster
|
||||
than more general instructions, so they're not worth going out of your
|
||||
way to use; sometimes, as with **LOOP,** they're actually slower, and
|
||||
you'd do well to avoid them altogether in the 386/486 world. Reviewing
|
||||
the instruction cycle times in the MASM or TASM manuals, or looking over
|
||||
the cycle times in Intel’s literature, is a good place to start;
|
||||
the cycle times in Intel's literature, is a good place to start;
|
||||
published cycle times are closer to actual execution times on the 386
|
||||
and 486 than on the 8088, and are reasonably reliable indicators of the
|
||||
relative performance levels of x86 instructions.
|
||||
|
|
@ -43,12 +43,12 @@ relative performance levels of x86 instructions.
|
|||
|
||||
Cycle counting and directly substituting instructions (**DEC CX/JNZ**
|
||||
for **LOOP,** for example) are techniques that belong at the lowest
|
||||
level of optimization. It’s an important level, but it’s fairly
|
||||
mechanical; once you’ve learned the capabilities and relative
|
||||
level of optimization. It's an important level, but it's fairly
|
||||
mechanical; once you've learned the capabilities and relative
|
||||
performance levels of the various instructions, you should be able to
|
||||
select the best instructions fairly easily. What’s more, this is a task
|
||||
at which compilers excel. What I’m saying is that you shouldn’t get too
|
||||
caught up in counting cycles because that’s a small (albeit important)
|
||||
select the best instructions fairly easily. What's more, this is a task
|
||||
at which compilers excel. What I'm saying is that you shouldn't get too
|
||||
caught up in counting cycles because that's a small (albeit important)
|
||||
part of the optimization picture, and not the area in which your
|
||||
greatest advantage lies.
|
||||
|
||||
|
|
@ -59,24 +59,24 @@ that of *local optimization;* that is, selecting the best *sequence* of
|
|||
instructions for a task. The key to local optimization is viewing the
|
||||
80x86 instruction set as a set of building blocks, each with unique
|
||||
characteristics. Your job is to sequence those blocks so that they
|
||||
perform well. It doesn’t matter what the instructions are intended to do
|
||||
perform well. It doesn't matter what the instructions are intended to do
|
||||
or what their names are; all that matters is what they *do.*
|
||||
|
||||
Our discussion of **LOOP** versus **DEC/JNZ** is an excellent example of
|
||||
optimization by cycle counting. It’s worth knowing, but once you’ve
|
||||
optimization by cycle counting. It's worth knowing, but once you've
|
||||
learned it, you just routinely use **DEC/JNZ** at the bottom of loops in
|
||||
386/486-specific code, and that’s that. Besides, you’ll save at most a
|
||||
few cycles each time, and while that helps a little, it’s not going to
|
||||
386/486-specific code, and that's that. Besides, you'll save at most a
|
||||
few cycles each time, and while that helps a little, it's not going to
|
||||
make all *that* much difference.
|
||||
|
||||
Now let’s step back for a moment, and with no preconceptions consider
|
||||
Now let's step back for a moment, and with no preconceptions consider
|
||||
what the x86 instruction set can do for us. The bulk of the time with
|
||||
both **LOOP** and **DEC/JNZ** is taken up by branching, which just
|
||||
happens to be one of the slowest aspects of every processor in the x86
|
||||
family, and the rest is taken up by decrementing the count register and
|
||||
checking whether it’s zero. There may be ways to perform those tasks a
|
||||
checking whether it's zero. There may be ways to perform those tasks a
|
||||
little faster by selecting different instructions, but they can get only
|
||||
so fast, and branching can’t even get all that fast.
|
||||
so fast, and branching can't even get all that fast.
|
||||
|
||||
------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *The trick, then, is not to find the fastest way to decrement a count and branch conditionally, but rather to figure out how to accomplish the same result without decrementing or branching as often. Remember the Kobiyashi Maru problem in* Star Trek*?The same principle applies here: Redefine the problem to one that offers better solutions.*
|
||||
|
|
@ -87,18 +87,18 @@ byte is found, a zero byte is found, or the specified number of
|
|||
characters have been checked. Such a function would be useful for
|
||||
scanning up to a maximum number of characters in a zero-terminated
|
||||
buffer. Listing 7.1, which uses **LOOP** in the main loop, performs a
|
||||
search of the sample string for a period (‘.’) in 170 µs on a 20 MHz
|
||||
search of the sample string for a period (‘.') in 170 µs on a 20 MHz
|
||||
cached 386.
|
||||
|
||||
When the **LOOP** in Listing 7.1 is replaced with **DEC CX/JNZ,**
|
||||
performance improves to 168 µs, less than 2 percent faster than Listing
|
||||
7.1. Actually, instruction fetching, instruction alignment, cache
|
||||
characteristics, or something similar is affecting these results; I’d
|
||||
expect a slightly larger improvement—around 7 percent—but that’s the
|
||||
characteristics, or something similar is affecting these results; I'd
|
||||
expect a slightly larger improvement—around 7 percent—but that's the
|
||||
most that counting cycles could buy us in this case. (All right,
|
||||
already; **LOOPNZ** could be used at the bottom of the loop, and other
|
||||
optimizations are surely possible, but all that won’t add up to anywhere
|
||||
near the benefits we’re about to see from local optimization, and that’s
|
||||
optimizations are surely possible, but all that won't add up to anywhere
|
||||
near the benefits we're about to see from local optimization, and that's
|
||||
the whole point.)
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
|
|
|||
32
07-03.md
32
07-03.md
|
|
@ -14,21 +14,21 @@
|
|||
.data
|
||||
; Sample string to search through.
|
||||
SampleString labelbyte
|
||||
db ‘This is a sample string of a long enough length ’
|
||||
db ‘so that raw searching speed can outweigh any ’
|
||||
db ‘extra set-up time that may be required.’,0
|
||||
db ‘This is a sample string of a long enough length '
|
||||
db ‘so that raw searching speed can outweigh any '
|
||||
db ‘extra set-up time that may be required.',0
|
||||
SAMPLE_STRING_LENGTH equ $-SampleString
|
||||
|
||||
; User prompt.
|
||||
Prompt db ‘Enter character to search for:$’
|
||||
Prompt db ‘Enter character to search for:$'
|
||||
|
||||
; Result status messages.
|
||||
ByteFoundMsg db 0dh,0ah
|
||||
db ‘Specified byte found.’,0dh,0ah,‘$’
|
||||
db ‘Specified byte found.',0dh,0ah,‘$'
|
||||
ZeroByteFoundMsg db 0dh, 0ah
|
||||
db ‘Zero byte encountered.’,0dh,0ah,‘$’
|
||||
db ‘Zero byte encountered.',0dh,0ah,‘$'
|
||||
NoByteFoundMsg db 0dh,0ah
|
||||
db ‘Buffer exhausted with no match.’, 0dh, 0ah, ‘$’
|
||||
db ‘Buffer exhausted with no match.', 0dh, 0ah, ‘$'
|
||||
|
||||
.code
|
||||
Startprocnear
|
||||
|
|
@ -45,12 +45,12 @@
|
|||
call SearchMaxLength ;search the buffer
|
||||
mov dx,offset ByteFoundMsg ;assume we found the byte
|
||||
jc PrintStatus ;we did find the byte
|
||||
;we didn’t find the byte, figure out
|
||||
;we didn't find the byte, figure out
|
||||
;whether we found a zero byte or
|
||||
;ran out of buffer
|
||||
mov dx,offset NoByteFoundMsg
|
||||
;assume we didn’t find a zero byte
|
||||
jcxz PrintStatus ;we didn’t find a zero byte
|
||||
;assume we didn't find a zero byte
|
||||
jcxz PrintStatus ;we didn't find a zero byte
|
||||
mov dx,offset ZeroByteFoundMsg ;we found a zero byte
|
||||
PrintStatus:
|
||||
mov ah,9 ;DOS print string function
|
||||
|
|
@ -79,18 +79,18 @@
|
|||
SearchMaxLengthLoop:
|
||||
lodsb ;get the next byte
|
||||
cmp al,ah ;is this the byte we want?
|
||||
jz ByteFound ;yes, we’re done with success
|
||||
jz ByteFound ;yes, we're done with success
|
||||
and al,al ;is this the terminating 0 byte?
|
||||
jz ByteNotFound ;yes, we’re done with failure
|
||||
loop SearchMaxLengthLoop ;it’s neither, so check the next
|
||||
jz ByteNotFound ;yes, we're done with failure
|
||||
loop SearchMaxLengthLoop ;it's neither, so check the next
|
||||
;byte, if any
|
||||
ByteNotFound:
|
||||
clc ;return “not found” status
|
||||
clc ;return "not found" status
|
||||
ret
|
||||
ByteFound:
|
||||
dec si ;point back to the location at which
|
||||
;we found the searched-for byte
|
||||
stc ;return “found” status
|
||||
stc ;return "found" status
|
||||
ret
|
||||
SearchMaxLengthendp
|
||||
end Start
|
||||
|
|
@ -102,7 +102,7 @@ bytes are checked for each **LOOP** performed. The same instructions are
|
|||
used inside the loop in each listing, but Listing 7.2 is arranged so
|
||||
that three-quarters of the **LOOP**s are eliminated. Listings 7.1 and
|
||||
7.2 perform exactly the same task, and they use the same instructions in
|
||||
the loop—the searching algorithm hasn’t changed in any way—but we have
|
||||
the loop—the searching algorithm hasn't changed in any way—but we have
|
||||
sequenced the instructions differently in Listing 7.2, and that makes
|
||||
all the difference.
|
||||
|
||||
|
|
|
|||
50
07-04.md
50
07-04.md
|
|
@ -13,21 +13,21 @@
|
|||
.data
|
||||
; Sample string to search through.
|
||||
SampleStringlabelbyte
|
||||
db ‘This is a sample string of a long enough length ’
|
||||
db ‘so that raw searching speed can outweigh any ’
|
||||
db ‘extra set-up time that may be required.’,0
|
||||
db ‘This is a sample string of a long enough length '
|
||||
db ‘so that raw searching speed can outweigh any '
|
||||
db ‘extra set-up time that may be required.',0
|
||||
SAMPLE_STRING_LENGTH equ $-SampleString
|
||||
|
||||
; User prompt.
|
||||
Prompt db ‘Enter character to search for:$’
|
||||
Prompt db ‘Enter character to search for:$'
|
||||
|
||||
; Result status messages.
|
||||
ByteFoundMsg db 0dh,0ah
|
||||
db ‘Specified byte found.’,0dh,0ah,‘$’
|
||||
db ‘Specified byte found.',0dh,0ah,‘$'
|
||||
ZeroByteFoundMsg db 0dh,0ah
|
||||
db ‘Zero byte encountered.’, 0dh, 0ah, ‘$’
|
||||
db ‘Zero byte encountered.', 0dh, 0ah, ‘$'
|
||||
NoByteFoundMsg db 0dh,0ah
|
||||
db ‘Buffer exhausted with no match.’, 0dh, 0ah, ‘$’
|
||||
db ‘Buffer exhausted with no match.', 0dh, 0ah, ‘$'
|
||||
|
||||
; Table of initial, possibly partial loop entry points for
|
||||
; SearchMaxLength.
|
||||
|
|
@ -52,12 +52,12 @@
|
|||
call SearchMaxLength ;search the buffer
|
||||
mov dx,offset ByteFoundMsg ;assume we found the byte
|
||||
jc PrintStatus ;we did find the byte
|
||||
;we didn’t find the byte, figure out
|
||||
;we didn't find the byte, figure out
|
||||
;whether we found a zero byte or
|
||||
;ran out of buffer
|
||||
mov dx,offset NoByteFoundMsg
|
||||
;assume we didn’t find a zero byte
|
||||
jcxz PrintStatus ;we didn’t find a zero byte
|
||||
;assume we didn't find a zero byte
|
||||
jcxz PrintStatus ;we didn't find a zero byte
|
||||
mov dx,offset ZeroByteFoundMsg ;we found a zero byte
|
||||
PrintStatus:
|
||||
mov ah,9 ;DOS print string function
|
||||
|
|
@ -99,36 +99,36 @@
|
|||
SearchMaxLengthEntry4:
|
||||
lodsb ;get the next byte
|
||||
cmp al,ah ;is this the byte we want?
|
||||
jz ByteFound ;yes, we’re done with success
|
||||
jz ByteFound ;yes, we're done with success
|
||||
and al,al ;is this the terminating 0 byte?
|
||||
jz ByteNotFound ;yes, we’re done with failure
|
||||
jz ByteNotFound ;yes, we're done with failure
|
||||
SearchMaxLengthEntry3:
|
||||
lodsb ;get the next byte
|
||||
cmp al,ah ;is this the byte we want?
|
||||
jz ByteFound ;yes, we’re done with success
|
||||
jz ByteFound ;yes, we're done with success
|
||||
and al,al ;is this the terminating 0 byte?
|
||||
jz ByteNotFound ;yes, we’re done with failure
|
||||
jz ByteNotFound ;yes, we're done with failure
|
||||
SearchMaxLengthEntry2:
|
||||
lodsb ;get the next byte
|
||||
cmp al,ah ;is this the byte we want?
|
||||
jz ByteFound ;yes, we’re done with success
|
||||
jz ByteFound ;yes, we're done with success
|
||||
and al,al ;is this the terminating 0 byte?
|
||||
jz ByteNotFound ;yes, we’re done with failure
|
||||
jz ByteNotFound ;yes, we're done with failure
|
||||
SearchMaxLengthEntry1:
|
||||
lodsb ;get the next byte
|
||||
cmp al,ah ;is this the byte we want?
|
||||
jz ByteFound ;yes, we’re done with success
|
||||
jz ByteFound ;yes, we're done with success
|
||||
and al,al ;is this the terminating 0 byte?
|
||||
jz ByteNotFound ;yes, we’re done with failure
|
||||
loop SearchMaxLengthLoop ;it’s neither, so check the next
|
||||
jz ByteNotFound ;yes, we're done with failure
|
||||
loop SearchMaxLengthLoop ;it's neither, so check the next
|
||||
; four bytes, if any
|
||||
ByteNotFound:
|
||||
clc ;return “not found” status
|
||||
clc ;return "not found" status
|
||||
ret
|
||||
ByteFound:
|
||||
dec si ;point back to the location at which
|
||||
; we found the searched-for byte
|
||||
stc ;return “found” status
|
||||
stc ;return "found" status
|
||||
ret
|
||||
SearchMaxLengthendp
|
||||
end Start
|
||||
|
|
@ -136,11 +136,11 @@
|
|||
How much difference? Listing 7.2 runs in 121 µs—40 percent faster than
|
||||
Listing 7.1, even though Listing 7.2 still uses **LOOP** rather than
|
||||
**DEC CX/JNZ.** (The loop in Listing 7.2 could be unrolled further, too;
|
||||
it’s just a question of how much more memory you want to trade for
|
||||
ever-decreasing performance benefits.) That’s typical of local
|
||||
optimization; it won’t often yield the order-of-magnitude improvements
|
||||
it's just a question of how much more memory you want to trade for
|
||||
ever-decreasing performance benefits.) That's typical of local
|
||||
optimization; it won't often yield the order-of-magnitude improvements
|
||||
that algorithmic improvements can produce, but it can get you a critical
|
||||
50 percent or 100 percent improvement when you’ve exhausted all other
|
||||
50 percent or 100 percent improvement when you've exhausted all other
|
||||
avenues.
|
||||
|
||||
------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
|
|
|||
40
07-05.md
40
07-05.md
|
|
@ -5,7 +5,7 @@
|
|||
#### Rotating and Shifting with Tables {#Heading8}
|
||||
|
||||
As another example of local optimization, consider the matter of
|
||||
rotating or shifting a mask into position. First, let’s look at the
|
||||
rotating or shifting a mask into position. First, let's look at the
|
||||
simple task of setting bit N of AX to 1.
|
||||
|
||||
The obvious way to do this is to place N in CL, rotate the bit into
|
||||
|
|
@ -18,7 +18,7 @@ position, and OR it with AX, as follows:
|
|||
This solution is obvious because it takes good advantage of the special
|
||||
ability of the x86 family to shift or rotate by the variable number of
|
||||
bits specified by CL. However, it takes an average of about 45 cycles on
|
||||
an 8088. It’s actually far faster to precalculate the results, pass the
|
||||
an 8088. It's actually far faster to precalculate the results, pass the
|
||||
bit number in BX, and look the shifted bit up, as shown in Listing 7.3.
|
||||
|
||||
**LISTING 7.3 L7-3.ASM**
|
||||
|
|
@ -40,7 +40,7 @@ instructions, but by selecting the fastest *sequence* of instructions.
|
|||
|
||||
In the particular example above, we once again run into the difficulty
|
||||
of optimizing across the x86 family. The table lookup is faster on the
|
||||
8088 and 286, but it’s slightly slower on the 386 and no faster on the
|
||||
8088 and 286, but it's slightly slower on the 386 and no faster on the
|
||||
486. However, 386/486-specific code could use enhanced addressing to
|
||||
accomplish the whole job in just one instruction, along the lines of the
|
||||
code snippet in Listing 7.4.
|
||||
|
|
@ -63,34 +63,34 @@ code snippet in Listing 7.4.
|
|||
#### NOT Flips Bits—Not Flags {#Heading9}
|
||||
|
||||
The **NOT** instruction flips all the bits in the operand, from 0 to 1
|
||||
or from 1 to 0. That’s as simple as could be, but **NOT** nonetheless
|
||||
has a minor but interesting talent: It doesn’t affect the flags. That
|
||||
or from 1 to 0. That's as simple as could be, but **NOT** nonetheless
|
||||
has a minor but interesting talent: It doesn't affect the flags. That
|
||||
can be irritating; I once spent a good hour tracking down a bug caused
|
||||
by my unconscious assumption that **NOT** does set the flags. After all,
|
||||
every other arithmetic and logical instruction sets the flags; why not
|
||||
**NOT**? Probably because **NOT** isn’t considered to be an arithmetic
|
||||
or logical instruction at all; rather, it’s a data manipulation
|
||||
**NOT**? Probably because **NOT** isn't considered to be an arithmetic
|
||||
or logical instruction at all; rather, it's a data manipulation
|
||||
instruction, like **MOV** and the various rotates. (These are **RCR,
|
||||
RCL, ROR,** and **ROL,** which affect only the Carry and Overflow
|
||||
flags.) NOT is often used for tasks, such as flipping masks, where
|
||||
there’s no reason to test the state of the result, and in that context
|
||||
there's no reason to test the state of the result, and in that context
|
||||
it can be handy to keep the flags unmodified for later testing.
|
||||
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *Besides, if you want to **NOT** an operand and set the flags in the process, you can just **XOR** it with -1. Put another way, the only functional difference between **NOT AX** and **XOR AX,0FFFFH** is that **XOR** modifies the flags and **NOT** doesn’t.*
|
||||
 *Besides, if you want to **NOT** an operand and set the flags in the process, you can just **XOR** it with -1. Put another way, the only functional difference between **NOT AX** and **XOR AX,0FFFFH** is that **XOR** modifies the flags and **NOT** doesn't.*
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
The x86 instruction set offers many ways to accomplish almost any task.
|
||||
Understanding the subtle distinctions between the instructions—whether
|
||||
and which flags are set, for example—can be critical when you’re trying
|
||||
to optimize a code sequence and you’re running out of registers, or when
|
||||
you’re trying to minimize branching.
|
||||
and which flags are set, for example—can be critical when you're trying
|
||||
to optimize a code sequence and you're running out of registers, or when
|
||||
you're trying to minimize branching.
|
||||
|
||||
#### Incrementing with and without Carry {#Heading10}
|
||||
|
||||
Another case in which there are two slightly different ways to perform a
|
||||
task involves adding 1 to an operand. You can do this with **INC,** as
|
||||
in **INC AX,** or you can do it with **ADD,** as in **ADD AX,1.** What’s
|
||||
in **INC AX,** or you can do it with **ADD,** as in **ADD AX,1.** What's
|
||||
the difference? The obvious difference is that **INC** is usually a byte
|
||||
or two shorter (the exception being **ADD AL,1,** which at two bytes is
|
||||
the same length as **INC AL**), and is faster on some processors. Less
|
||||
|
|
@ -130,15 +130,15 @@ additions, with code along the lines shown in Listing 7.6.
|
|||
SAHF ;restore the carry flag
|
||||
LOOP LOOP_TOP
|
||||
|
||||
It’s not that the Listing 7.6 approach is necessarily better or worse;
|
||||
It's not that the Listing 7.6 approach is necessarily better or worse;
|
||||
that depends on the processor and the situation. The Listing 7.6
|
||||
approach is *different,* and if you understand the differences, you’ll
|
||||
approach is *different,* and if you understand the differences, you'll
|
||||
be able to choose the best approach for whatever code you happen to
|
||||
write. (**DEC** has the same property of preserving the Carry flag, by
|
||||
the way.)
|
||||
|
||||
There are a couple of interesting aspects to the last example. First,
|
||||
note that **LOOP** doesn’t affect any flags at all; this allows the
|
||||
note that **LOOP** doesn't affect any flags at all; this allows the
|
||||
Carry flag to remain unchanged from one addition to the next. Not
|
||||
altering the arithmetic flags is a common characteristic of program
|
||||
control instructions (as opposed to arithmetic and logical instructions
|
||||
|
|
@ -149,12 +149,12 @@ like **SUB** and **AND,** which do alter the flags).
|
|||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
Not only do **LOOP** and **JCXZ** not alter the flags, but **REP MOVS**,
|
||||
which counts down CX to 0, doesn’t affect the flags either.
|
||||
which counts down CX to 0, doesn't affect the flags either.
|
||||
|
||||
The other interesting point about the last example is the use of
|
||||
**LAHF** and **SAHF,** which transfer the low byte of the FLAGS register
|
||||
to and from AH, respectively. These instructions were created to help
|
||||
provide compatibility with the 8080’s (that’s *8080*, not *8088*)
|
||||
provide compatibility with the 8080's (that's *8080*, not *8088*)
|
||||
**PUSH** **PSW** and **POP PSW** instructions, but turn out to be
|
||||
compact (one byte) instructions for saving and restoring the arithmetic
|
||||
flags. A word of caution, however: **SAHF** restores the Carry, Zero,
|
||||
|
|
@ -163,13 +163,13 @@ which resides in the high byte of the FLAGS register. Also, be aware
|
|||
that **LAHF** and **SAHF** provide a fast way to preserve the flags on
|
||||
an 8088 but are relatively slow instructions on the 486 and Pentium.
|
||||
|
||||
There are times when it’s a clear liability that **INC** doesn’t set the
|
||||
There are times when it's a clear liability that **INC** doesn't set the
|
||||
Carry flag. For instance
|
||||
|
||||
INC AX
|
||||
ADC DX,0
|
||||
|
||||
does *not* increment the 32-bit value in DX:AX. To do that, you’d need
|
||||
does *not* increment the 32-bit value in DX:AX. To do that, you'd need
|
||||
the following:
|
||||
|
||||
ADD AX,1
|
||||
|
|
|
|||
62
08-01.md
62
08-01.md
|
|
@ -6,41 +6,41 @@ Chapter 8\
|
|||
Speeding Up C with Assembly Language {#Heading1}
|
||||
-------------------------------------
|
||||
|
||||
### Jumping Languages When You Know It’ll Help {#Heading2}
|
||||
### Jumping Languages When You Know It'll Help {#Heading2}
|
||||
|
||||
When I was a senior in high school, a pop song called “Seasons in the
|
||||
Sun,” sung by one Terry Jacks, soared up the pop charts and spent, as
|
||||
best I can recall, two straight weeks atop *Kasey Kasem’s American Top
|
||||
40.* “Seasons in the Sun” wasn’t a particularly good song, primarily
|
||||
because the lyrics were silly. I’ve never understood why the song was a
|
||||
When I was a senior in high school, a pop song called "Seasons in the
|
||||
Sun," sung by one Terry Jacks, soared up the pop charts and spent, as
|
||||
best I can recall, two straight weeks atop *Kasey Kasem's American Top
|
||||
40.* "Seasons in the Sun" wasn't a particularly good song, primarily
|
||||
because the lyrics were silly. I've never understood why the song was a
|
||||
hit, but, as so often happens with undistinguished but popular music by
|
||||
forgotten one- or two-shot groups (“Don’t Pull Your Love Out on Me
|
||||
Baby,” “Billy Don’t Be a Hero,” *et al.*), I heard it everywhere for a
|
||||
forgotten one- or two-shot groups ("Don't Pull Your Love Out on Me
|
||||
Baby," "Billy Don't Be a Hero," *et al.*), I heard it everywhere for a
|
||||
month or so, then gave it not another thought for 15 years.
|
||||
|
||||
Recently, though, I came across a review of a Rhino Records collection
|
||||
of obscure 1970s pop hits. Knowing that Jeff Duntemann is an aficionado
|
||||
of such esoterica (who do *you* know who owns an album by The Peppermint
|
||||
Trolley Company?), I sent the review to him. He was amused by it and, as
|
||||
we kicked the names of old songs around, “Seasons in the Sun” came up. I
|
||||
expressed my wonderment that a song that really wasn’t very good was
|
||||
we kicked the names of old songs around, "Seasons in the Sun" came up. I
|
||||
expressed my wonderment that a song that really wasn't very good was
|
||||
such a big hit.
|
||||
|
||||
“Well,” said Jeff, “I think it suffered in the translation from the
|
||||
French.”
|
||||
"Well," said Jeff, "I think it suffered in the translation from the
|
||||
French."
|
||||
|
||||
Ah-ha! Mystery solved. Apparently everyone but me knew that it was
|
||||
translated from French, and that novelty undoubtedly made the song a big
|
||||
hit. The translation was also surely responsible for the sappy lyrics;
|
||||
dollars to donuts that the original French lyrics were stronger.
|
||||
|
||||
Which brings us without missing a beat to this chapter’s theme, speeding
|
||||
Which brings us without missing a beat to this chapter's theme, speeding
|
||||
up C with assembly language. When you seek to speed up a C program by
|
||||
converting selected parts of it (generally no more than a few functions)
|
||||
to assembly language, make sure you end up with high-performance
|
||||
assembly language code, not fine-tuned C code. Compilers like Microsoft
|
||||
C/C++ and Watcom C are by now pretty good at fine-tuning C code, and
|
||||
you’re not likely to do much better by taking the compiler’s assembly
|
||||
you're not likely to do much better by taking the compiler's assembly
|
||||
language output and tweaking it.
|
||||
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
|
@ -49,29 +49,29 @@ language output and tweaking it.
|
|||
|
||||
Apropos of which, when was the last time you heard of Terry Jacks?
|
||||
|
||||
#### Billy, Don’t Be a Compiler {#Heading3}
|
||||
#### Billy, Don't Be a Compiler {#Heading3}
|
||||
|
||||
The key to optimizing C programs with assembly language is, as always,
|
||||
writing good assembly language code, but with an added twist. Rule 1
|
||||
when converting C code to assembly is this: *Don’t think like a
|
||||
compiler.* That’s more easily said than done, especially when the C code
|
||||
you’re converting is readily available as a model and the assembly code
|
||||
when converting C code to assembly is this: *Don't think like a
|
||||
compiler.* That's more easily said than done, especially when the C code
|
||||
you're converting is readily available as a model and the assembly code
|
||||
that the compiler generates is available as well. Nevertheless, the
|
||||
principle of not thinking like a compiler is essential, and is, in one
|
||||
form or another, the basis for all that I’ll discuss below.
|
||||
form or another, the basis for all that I'll discuss below.
|
||||
|
||||
Before I discuss Rule 1 further, let me mention rule number 0: *Only
|
||||
optimize where it matters.* The bulk of execution time in any program is
|
||||
spent in a very small portion of the code, and most code beyond that
|
||||
small portion doesn’t have any perceptible impact on performance. Unless
|
||||
you’re supremely concerned with code size (an area in which
|
||||
assembly-only programs can excel), I’d suggest that you write most of
|
||||
small portion doesn't have any perceptible impact on performance. Unless
|
||||
you're supremely concerned with code size (an area in which
|
||||
assembly-only programs can excel), I'd suggest that you write most of
|
||||
your code in C and reserve assembly for the truly critical sections of
|
||||
your code; that’s the formula that I find gives the most bang for the
|
||||
your code; that's the formula that I find gives the most bang for the
|
||||
buck.
|
||||
|
||||
This is not to say that complete programs shouldn’t be *designed* with
|
||||
optimized assembly language in mind. As you’ll see shortly, orienting
|
||||
This is not to say that complete programs shouldn't be *designed* with
|
||||
optimized assembly language in mind. As you'll see shortly, orienting
|
||||
your data structures towards assembly language can be a salubrious
|
||||
endeavor indeed, even if most of your code is in C. When it comes to
|
||||
actually optimizing code and/or converting it to assembly, though, do it
|
||||
|
|
@ -85,7 +85,7 @@ assembly language optimization.
|
|||
 *Assembly language optimization is the final and far from the only step in the optimization chain, and as such should be performed last; converting to assembly too soon can lock in your code before the design is optimal. At the very least, conversion to assembly tends to make future changes and debugging more difficult, slowing you down and limiting your options.*
|
||||
------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
### Don’t Call Your Functions on Me, Baby {#Heading4}
|
||||
### Don't Call Your Functions on Me, Baby {#Heading4}
|
||||
|
||||
In order to think differently from a compiler, you must understand both
|
||||
what compilers and C programmers tend to do and how that differs from
|
||||
|
|
@ -96,24 +96,24 @@ output file. (The latter is done with /Fa or /Fc in Microsoft C/C++ and
|
|||
-S in Borland C++.)
|
||||
|
||||
C programmers tend to modularize their code with lots of function calls.
|
||||
That’s good for readable, reliable, reusable code, and it allows the
|
||||
That's good for readable, reliable, reusable code, and it allows the
|
||||
compiler to optimize better because it can deal with fewer variables and
|
||||
statements in each optimization arena—but it’s not so good when viewed
|
||||
statements in each optimization arena—but it's not so good when viewed
|
||||
from the assembly language level. Calls and returns are slow, especially
|
||||
in the large code model, and the pushes required to put parameters on
|
||||
the stack are expensive as well.
|
||||
|
||||
What this means is that when you want to speed up a portion of a C
|
||||
program, you should identify the entire critical portion and move *all*
|
||||
of that critical portion into an assembly language function. You don’t
|
||||
of that critical portion into an assembly language function. You don't
|
||||
want to move a part of the inner loop into assembly language and then
|
||||
call it from C every time through the loop; the function call and return
|
||||
overhead would be unacceptable. Carve out the critical code *en masse*
|
||||
and move it into assembly, and try to avoid calls and returns even in
|
||||
your assembly code. True, in assembly you can pass parameters in
|
||||
registers, but the calls and returns themselves are still slow; if the
|
||||
extra cycles they take don’t affect performance, then the code they’re
|
||||
in probably isn’t critical, and perhaps you’ve chosen to convert too
|
||||
extra cycles they take don't affect performance, then the code they're
|
||||
in probably isn't critical, and perhaps you've chosen to convert too
|
||||
much code to assembly, eh?
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
|
|
|||
52
08-02.md
52
08-02.md
|
|
@ -7,9 +7,9 @@
|
|||
C compilers work within the stack frame model, whereby variables reside
|
||||
in a block of stack memory and are accessed via offsets from BP.
|
||||
Compilers may store a couple of variables in registers and may briefly
|
||||
keep other variables in registers when they’re used repeatedly, but the
|
||||
stack frame is the underlying architecture. It’s a nice architecture;
|
||||
it’s flexible, convenient, easy to program, and makes for fairly compact
|
||||
keep other variables in registers when they're used repeatedly, but the
|
||||
stack frame is the underlying architecture. It's a nice architecture;
|
||||
it's flexible, convenient, easy to program, and makes for fairly compact
|
||||
code. However, stack frames have a few drawbacks. They must be
|
||||
constructed and destroyed, which takes both time and code. They are so
|
||||
easy to use that they tend to bias the assembly language programmer in
|
||||
|
|
@ -18,15 +18,15 @@ Finally, you cannot use BP as a general-purpose register if you intend
|
|||
to access a stack frame, and having that seventh register available is
|
||||
sometimes useful indeed.
|
||||
|
||||
That doesn’t mean you shouldn’t use stack frames, which are useful and
|
||||
often necessary. Just don’t fall victim to their undeniable charms.
|
||||
That doesn't mean you shouldn't use stack frames, which are useful and
|
||||
often necessary. Just don't fall victim to their undeniable charms.
|
||||
|
||||
### Torn Between Two Segments {#Heading6}
|
||||
|
||||
C compilers are not terrific at handling segments. Some compilers can
|
||||
efficiently handle a single far pointer used in a loop by leaving ES set
|
||||
for the duration of the loop. But two far pointers used in the same loop
|
||||
confuse every compiler I’ve seen, causing the full segment:offset
|
||||
confuse every compiler I've seen, causing the full segment:offset
|
||||
address to be reloaded each time either pointer is used.
|
||||
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
|
@ -41,15 +41,15 @@ if necessary, reorganize your code to minimize segment loading.
|
|||
You might think that the most obvious advantage assembly language has
|
||||
over C is that it allows the use of all forms of instructions and all
|
||||
registers in all ways, whereas C compilers tend to use a subset of
|
||||
registers and instructions in a limited number of ways. Yes and no. It’s
|
||||
true that C compilers typically don’t generate instructions such as
|
||||
registers and instructions in a limited number of ways. Yes and no. It's
|
||||
true that C compilers typically don't generate instructions such as
|
||||
**XLAT,** rotates, or the string instructions. On the other hand,
|
||||
**XLAT** and rotates are useful in a limited set of circumstances, and
|
||||
string instructions *are* used in the C library functions. In fact, C
|
||||
library code is likely to be carefully optimized by experts, and may be
|
||||
much better than equivalent code you’d produce yourself.
|
||||
much better than equivalent code you'd produce yourself.
|
||||
|
||||
Am I saying that C compilers produce better code than you do? No, I’m
|
||||
Am I saying that C compilers produce better code than you do? No, I'm
|
||||
saying that they *can,* unless you use assembly language properly.
|
||||
Writing code in assembly language rather than C guarantees nothing.
|
||||
|
||||
|
|
@ -59,7 +59,7 @@ Writing code in assembly language rather than C guarantees nothing.
|
|||
|
||||
Sure, you can probably use the registers more efficiently and take
|
||||
advantage of an instruction or two that the compiler missed, but the
|
||||
code isn’t going to get a whole lot faster that way.
|
||||
code isn't going to get a whole lot faster that way.
|
||||
|
||||
True optimization requires rethinking your code to take advantage of
|
||||
assembly language. A C loop that searches through an integer array for
|
||||
|
|
@ -71,19 +71,19 @@ matches might compile
|
|||
to something like Figure 8.1A. You might look at that and tweak it to
|
||||
the code shown in Figure 8.1B.
|
||||
|
||||
Congratulations! You’ve successfully eliminated all stack frame access,
|
||||
you’ve used **LOOP** (although **DEC SI/JNZ** is actually faster on 386
|
||||
and later machines, as I explained in the last chapter), and you’ve used
|
||||
a string instruction. Unfortunately, the new code isn’t going to run
|
||||
Congratulations! You've successfully eliminated all stack frame access,
|
||||
you've used **LOOP** (although **DEC SI/JNZ** is actually faster on 386
|
||||
and later machines, as I explained in the last chapter), and you've used
|
||||
a string instruction. Unfortunately, the new code isn't going to run
|
||||
very much faster. Maybe 25 percent faster, maybe a little more. Big
|
||||
deal. You’ve eliminated the trappings of the compiler—the stack frame
|
||||
and the restricted register usage—but you’re still *thinking* like the
|
||||
deal. You've eliminated the trappings of the compiler—the stack frame
|
||||
and the restricted register usage—but you're still *thinking* like the
|
||||
compiler. Try this:
|
||||
|
||||
repnz scasw
|
||||
jz Match
|
||||
|
||||
It’s a simple example—but, I hope, a convincing one. Stretch your brain
|
||||
It's a simple example—but, I hope, a convincing one. Stretch your brain
|
||||
when you optimize.
|
||||
|
||||
### Taking It to the Limit {#Heading8}
|
||||
|
|
@ -94,16 +94,16 @@ of better assembly language code in the small section of code that most
|
|||
affects overall performance. For example, consider that the data
|
||||
searched in the last example is stored in an array of structures, with
|
||||
each structure in the array containing other information as well. In
|
||||
this situation, **REP SCASW** couldn’t be used because the data searched
|
||||
through wouldn’t be contiguous.
|
||||
this situation, **REP SCASW** couldn't be used because the data searched
|
||||
through wouldn't be contiguous.
|
||||
|
||||
However, if the need for performance in searching the array is urgent
|
||||
enough, there’s no reason why you can’t reorganize the data. This might
|
||||
enough, there's no reason why you can't reorganize the data. This might
|
||||
mean removing the array elements from the structures and storing them in
|
||||
their own array so that **REP SCASW** *could* be used.
|
||||
|
||||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *Organizing a program’s data so that the performance of the critical sections can be optimized is a key part of design, and one that’s easily shortchanged unless, during the design stage, you thoroughly understand and work to bring together your data needs, the critical sections of your program, and potential assembly language optimizations.*
|
||||
 *Organizing a program's data so that the performance of the critical sections can be optimized is a key part of design, and one that's easily shortchanged unless, during the design stage, you thoroughly understand and work to bring together your data needs, the critical sections of your program, and potential assembly language optimizations.*
|
||||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
More on this shortly.
|
||||
|
|
@ -113,7 +113,7 @@ code into optimized assembly language:
|
|||
|
||||
- Move the entire performance-critical section into a single assembly
|
||||
language function.
|
||||
- Don’t use calls or stack frame accesses inside the critical code, if
|
||||
- Don't use calls or stack frame accesses inside the critical code, if
|
||||
possible, and avoid unnecessary memory accesses of any kind.
|
||||
- Change segments as infrequently as possible.
|
||||
- Optimize in terms of what assembly does well, *not* in terms of
|
||||
|
|
@ -126,9 +126,9 @@ That said, let me show some of these precepts in action.
|
|||
|
||||
#### A C-to-Assembly Case Study {#Heading9}
|
||||
|
||||
Listing 8.1 is the sample C application I’m going to use to examine
|
||||
optimization in action. Listing 8.1 isn’t really complete—it doesn’t
|
||||
handle the “no-matches” case well, and it assumes that the sum of all
|
||||
Listing 8.1 is the sample C application I'm going to use to examine
|
||||
optimization in action. Listing 8.1 isn't really complete—it doesn't
|
||||
handle the "no-matches" case well, and it assumes that the sum of all
|
||||
matches will fit into an **int—**but it will do just fine as an
|
||||
optimization example.
|
||||
|
||||
|
|
|
|||
12
08-03.md
12
08-03.md
|
|
@ -29,7 +29,7 @@
|
|||
in this variable-sized block */
|
||||
};
|
||||
|
||||
/* Structure that contains one element of the array we’ll search */
|
||||
/* Structure that contains one element of the array we'll search */
|
||||
struct DataElement {
|
||||
unsigned int ID; /* ID # for array entry */
|
||||
unsigned int Value; /* Value of array entry */
|
||||
|
|
@ -42,8 +42,8 @@
|
|||
struct DataElement *WorkingDataPointer;
|
||||
struct BlockHeader **LastBlockPointer;
|
||||
|
||||
printf(”ID # for which to find average: “);
|
||||
scanf(”%d”,&IDToFind);
|
||||
printf("ID # for which to find average: ");
|
||||
scanf("%d",&IDToFind);
|
||||
/* Build an array across 5 blocks, for testing */
|
||||
/* Anchor the linked list to BaseArrayBlockPointer */
|
||||
LastBlockPointer = &BaseArrayBlockPointer;
|
||||
|
|
@ -71,10 +71,10 @@
|
|||
/* Remember where to set link from this block to the next */
|
||||
LastBlockPointer = &WorkingBlockPointer->NextBlock;
|
||||
}
|
||||
/* Set the last block’s “next block” pointer to NULL to indicate
|
||||
/* Set the last block's "next block" pointer to NULL to indicate
|
||||
that there are no more blocks */
|
||||
WorkingBlockPointer->NextBlock = NULL;
|
||||
printf(”Average of all elements with ID %d: %u\n”,
|
||||
printf("Average of all elements with ID %d: %u\n",
|
||||
IDToFind, FindIDAverage(IDToFind, BaseArrayBlockPointer));
|
||||
exit(0);
|
||||
}
|
||||
|
|
@ -115,7 +115,7 @@
|
|||
}
|
||||
}
|
||||
/* Point to the next block, and continue as long as that pointer
|
||||
isn’t NULL */
|
||||
isn't NULL */
|
||||
} while ((BlockPointer = BlockPointer->NextBlock) != NULL);
|
||||
/* Calculate the average of all matches */
|
||||
if (IDMatchCount == 0)
|
||||
|
|
|
|||
30
08-04.md
30
08-04.md
|
|
@ -2,17 +2,17 @@
|
|||
[Previous](08-03.html) [Table of Contents](index.html) [Next](08-05.html)
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
||||
It’s hard to squeeze much more performance from this code by tweaking
|
||||
It's hard to squeeze much more performance from this code by tweaking
|
||||
it, as exemplified by Listing 8.3, a fine-tuned assembly version of
|
||||
**FindIDAverage** that was produced by looking at the assembly output of
|
||||
MS C/C++ and tightening it. Listing 8.3 eliminates all stack frame
|
||||
access in the inner loop, but that’s about all the tightening there is
|
||||
access in the inner loop, but that's about all the tightening there is
|
||||
to do. The result, as shown in Table 8.1, is that Listing 8.3 runs a
|
||||
modest 11 percent faster than Listing 8.1 on a 386. The results could
|
||||
vary considerably, depending on the nature of the data set searched
|
||||
through (average block size and frequency of matches). But, then,
|
||||
understanding the typical and worst case conditions is part of
|
||||
optimization, isn’t it?
|
||||
optimization, isn't it?
|
||||
|
||||
**LISTING 8.3 L8-3.ASM**
|
||||
|
||||
|
|
@ -77,14 +77,14 @@ Table 8.1 Execution Times of FindIDAverage.
|
|||
* * * * *
|
||||
|
||||
_FindIDAverage proc near
|
||||
push bp ;Save caller’s stack frame
|
||||
push bp ;Save caller's stack frame
|
||||
mov bp,sp ;Point to our stack frame
|
||||
push di ;Preserve C register variables
|
||||
push si
|
||||
sub dx,dx ;IDMatchSum = 0
|
||||
mov bx,dx ;IDMatchCount = 0
|
||||
mov si,[bp+BlockPointer] ;Pointer to first block
|
||||
mov ax,[bp+SearchedForID] ;ID we’re looking for
|
||||
mov ax,[bp+SearchedForID] ;ID we're looking for
|
||||
; Search through all the linked blocks until the last block
|
||||
; (marked with a NULL pointer to the next block) has been searched.
|
||||
BlockLoop:
|
||||
|
|
@ -102,7 +102,7 @@ Table 8.1 Execution Times of FindIDAverage.
|
|||
NoMatch:
|
||||
add di,DATA_ELEMENT_SIZE ;point to the next element
|
||||
loop IntraBlockLoop
|
||||
; Point to the next block and continue if that pointer isn’t NULL.
|
||||
; Point to the next block and continue if that pointer isn't NULL.
|
||||
DoNextBlock:
|
||||
mov si,[si+NextBlock] ;Get pointer to the next block
|
||||
and si,si ;Is it a NULL pointer?
|
||||
|
|
@ -110,12 +110,12 @@ Table 8.1 Execution Times of FindIDAverage.
|
|||
; Calculate the average of all matches.
|
||||
sub ax,ax ;Assume we found no matches
|
||||
and bx,bx
|
||||
jz Done ;We didn’t find any matches, return 0
|
||||
jz Done ;We didn't find any matches, return 0
|
||||
xchg ax,dx ;Prepare for division
|
||||
div bx ;Return IDMatchSum / IDMatchCount
|
||||
Done: pop si ;Restore C register variables
|
||||
pop di
|
||||
pop bp ;Restore caller’s stack frame
|
||||
pop bp ;Restore caller's stack frame
|
||||
ret
|
||||
_FindIDAverage ENDP
|
||||
end
|
||||
|
|
@ -125,7 +125,7 @@ mix. The loop is unrolled eight times, eliminating a good deal of
|
|||
branching, and **SCASW** is used instead of **CMP [DI],AX.** (Note,
|
||||
however, that **SCASW** is in fact slower than **CMP [DI],AX** on the
|
||||
386 and 486, and is sometimes faster on the 286 and 8088 only because
|
||||
it’s shorter and therefore may prefetch faster.) This advanced tweaking
|
||||
it's shorter and therefore may prefetch faster.) This advanced tweaking
|
||||
produces a 39 percent improvement over the original C code—substantial,
|
||||
but not a tremendous return for the optimization effort invested.
|
||||
|
||||
|
|
@ -146,7 +146,7 @@ but not a tremendous return for the optimization effort invested.
|
|||
.code
|
||||
public _FindIDAverage
|
||||
_FindIDAverage proc near
|
||||
push bp ;Save caller’s stack frame
|
||||
push bp ;Save caller's stack frame
|
||||
mov bp,sp ;Point to our stack frame
|
||||
push di ;Preserve C register variables
|
||||
push si
|
||||
|
|
@ -156,7 +156,7 @@ but not a tremendous return for the optimization effort invested.
|
|||
sub dx,dx ;IDMatchSum = 0
|
||||
mov bx,dx ;IDMatchCount = 0
|
||||
mov si,[bp+BlockPointer] ;Pointer to first block
|
||||
mov ax,[bp+SearchedForID] ;ID we’re looking for
|
||||
mov ax,[bp+SearchedForID] ;ID we're looking for
|
||||
; Search through all of the linked blocks until the last block
|
||||
; (marked with a NULL pointer to the next block) has been searched.
|
||||
BlockLoop:
|
||||
|
|
@ -165,7 +165,7 @@ but not a tremendous return for the optimization effort invested.
|
|||
; Search through all the DataElement entries within this block
|
||||
; and accumulate data from all that match the desired ID.
|
||||
mov cx,[si+BlockCount] ;Number of elements in this block
|
||||
jcxz DoNextBlock ;Skip this block if it’s empty
|
||||
jcxz DoNextBlock ;Skip this block if it's empty
|
||||
mov bp,cx ;***stack frame no longer available***
|
||||
add cx,7
|
||||
shr cx,1 ;Number of repetitions of the unrolled
|
||||
|
|
@ -202,7 +202,7 @@ but not a tremendous return for the optimization effort invested.
|
|||
M_IBL 2
|
||||
M_IBL 1
|
||||
loop IntraBlockLoop
|
||||
; Point to the next block and continue if that pointer isn’t NULL.
|
||||
; Point to the next block and continue if that pointer isn't NULL.
|
||||
DoNextBlock:
|
||||
mov si,[si+NextBlock] ;Get pointer to the next block
|
||||
and si,si ;Is it a NULL pointer?
|
||||
|
|
@ -210,12 +210,12 @@ but not a tremendous return for the optimization effort invested.
|
|||
; Calculate the average of all matches.
|
||||
sub ax,ax ;Assume we found no matches
|
||||
and bx,bx
|
||||
jz Done ;We didn’t find any matches, return 0
|
||||
jz Done ;We didn't find any matches, return 0
|
||||
xchg ax,dx ;Prepare for division
|
||||
div bx ;Return IDMatchSum / IDMatchCount
|
||||
Done: pop si ;Restore C register variables
|
||||
pop di
|
||||
pop bp ;Restore caller’s stack frame
|
||||
pop bp ;Restore caller's stack frame
|
||||
ret
|
||||
_FindIDAverage ENDP
|
||||
end
|
||||
|
|
|
|||
26
08-05.md
26
08-05.md
|
|
@ -50,8 +50,8 @@ merely rearranged.
|
|||
int *WorkingDataPointer;
|
||||
struct BlockHeader **LastBlockPointer;
|
||||
|
||||
printf(”ID # for which to find average: “);
|
||||
scanf(”%d”,&IDToFind);
|
||||
printf("ID # for which to find average: ");
|
||||
scanf("%d",&IDToFind);
|
||||
|
||||
/* Build an array across 5 blocks, for testing */
|
||||
/* Anchor the linked list to BaseArrayBlockPointer */
|
||||
|
|
@ -79,10 +79,10 @@ merely rearranged.
|
|||
/* Remember where to set link from this block to the next */
|
||||
LastBlockPointer = &WorkingBlockPointer->NextBlock;
|
||||
}
|
||||
/* Set the last block’s “next block” pointer to NULL to indicate
|
||||
/* Set the last block's "next block" pointer to NULL to indicate
|
||||
that there are no more blocks */
|
||||
WorkingBlockPointer->NextBlock = NULL;
|
||||
printf(”Average of all elements with ID %d: %u\n”,
|
||||
printf("Average of all elements with ID %d: %u\n",
|
||||
IDToFind, FindIDAverage2(IDToFind, BaseArrayBlockPointer));
|
||||
exit(0);
|
||||
}
|
||||
|
|
@ -105,7 +105,7 @@ merely rearranged.
|
|||
.code
|
||||
public _FindIDAverage2
|
||||
_FindIDAverage2 proc near
|
||||
push bp ;Save caller’s stack frame
|
||||
push bp ;Save caller's stack frame
|
||||
mov bp,sp ;Point to our stack frame
|
||||
push di ;Preserve C register variables
|
||||
push si
|
||||
|
|
@ -113,7 +113,7 @@ merely rearranged.
|
|||
mov es,di
|
||||
cld
|
||||
mov si,[bp+BlockPointer] ;Pointer to first block
|
||||
mov ax,[bp+SearchedForID] ;ID we’re looking for
|
||||
mov ax,[bp+SearchedForID] ;ID we're looking for
|
||||
sub dx,dx ;IDMatchSum = 0
|
||||
mov bp,dx ;IDMatchCount = 0
|
||||
;***stack frame no longer available***
|
||||
|
|
@ -123,9 +123,9 @@ merely rearranged.
|
|||
; Search through all the DataElement entries within this block
|
||||
; and accumulate data from all that match the desired ID.
|
||||
mov cx,[si+BlockCount]
|
||||
jcxz DoNextBlock;Skip this block if there’s no data
|
||||
jcxz DoNextBlock;Skip this block if there's no data
|
||||
; to search through
|
||||
mov bx,cx ;We’ll use BX to point to the
|
||||
mov bx,cx ;We'll use BX to point to the
|
||||
shl bx,1 ; corresponding value entry in the
|
||||
; case of an ID match (BX is the
|
||||
; length in bytes of the ID array)
|
||||
|
|
@ -139,7 +139,7 @@ merely rearranged.
|
|||
; (SCASW has advanced DI 2 bytes)
|
||||
and cx,cx ;Is there more data to search through?
|
||||
jnz IntraBlockLoop ;yes
|
||||
; Point to the next block and continue if that pointer isn’t NULL.
|
||||
; Point to the next block and continue if that pointer isn't NULL.
|
||||
DoNextBlock:
|
||||
mov si,[si+NextBlock] ;Get pointer to the next block
|
||||
and si,si ;Is it a NULL pointer?
|
||||
|
|
@ -147,18 +147,18 @@ merely rearranged.
|
|||
; Calculate the average of all matches.
|
||||
sub ax,ax ;Assume we found no matches
|
||||
and bp,bp
|
||||
jz Done ;We didn’t find any matches, return 0
|
||||
jz Done ;We didn't find any matches, return 0
|
||||
xchg ax,dx ;Prepare for division
|
||||
div bp ;Return IDMatchSum / IDMatchCount
|
||||
Done: pop si ;Restore C register variables
|
||||
pop di
|
||||
pop bp ;Restore caller’s stack frame
|
||||
pop bp ;Restore caller's stack frame
|
||||
ret
|
||||
_FindIDAverage2 ENDP
|
||||
end
|
||||
|
||||
The whole point of this rearrangement is to allow us to use **REP
|
||||
SCASW** to search through each block, and that’s exactly what
|
||||
SCASW** to search through each block, and that's exactly what
|
||||
**FindIDAverage2** in Listing 8.6 does. The result: Listing 8.6
|
||||
calculates the average about *three times* as fast as the original C
|
||||
implementation and more than twice as fast as Listing 8.4, heavily
|
||||
|
|
@ -167,7 +167,7 @@ optimized as the latter code is.
|
|||
I trust you get the picture. The sort of instruction-by-instruction
|
||||
optimization that so many of us love to do as a kind of puzzle is fun,
|
||||
but compilers can do it nearly as well as you can, and in the future
|
||||
will surely do it better. What a compiler *can’t* do is tie together the
|
||||
will surely do it better. What a compiler *can't* do is tie together the
|
||||
needs of the program specification on the high end and the processor on
|
||||
the low end, resulting in critical code that runs just about as fast as
|
||||
the hardware permits. The only software that can do that is located
|
||||
|
|
|
|||
74
09-01.md
74
09-01.md
|
|
@ -19,46 +19,46 @@ mantle of the Earth and possibly all the way through to China. Many
|
|||
amusing cartoons were drawn to this effect.
|
||||
|
||||
Unfortunately, Barry was too busy drawing cartoons, or, alternatively,
|
||||
sleeping, to actually learn any math. In the long run, that didn’t turn
|
||||
sleeping, to actually learn any math. In the long run, that didn't turn
|
||||
out to be a handicap for Barry, who went on to become vice-president of
|
||||
sales for a ham-packing company, where presumably he was rarely called
|
||||
upon to derive the quadratic equation. Barry’s lack of scholarship
|
||||
upon to derive the quadratic equation. Barry's lack of scholarship
|
||||
caused some problems back then, though. On one memorable occasion, Barry
|
||||
was half-asleep, with his eyes open but unfocused and his chin balanced
|
||||
on his hand in the classic “if I fall asleep my head will fall off my
|
||||
hand and I’ll wake up” posture, when Mr. Bourgeis popped a killer
|
||||
on his hand in the classic "if I fall asleep my head will fall off my
|
||||
hand and I'll wake up" posture, when Mr. Bourgeis popped a killer
|
||||
problem:
|
||||
|
||||
“Barry, solve this for X, please.” On the blackboard lay the equation:
|
||||
"Barry, solve this for X, please." On the blackboard lay the equation:
|
||||
|
||||
X - 1 = 0
|
||||
|
||||
“Minus 1,” Barry said promptly.
|
||||
"Minus 1," Barry said promptly.
|
||||
|
||||
Mr. Bourgeis shook his head mournfully. “Try again.” Barry thought hard.
|
||||
Mr. Bourgeis shook his head mournfully. "Try again." Barry thought hard.
|
||||
He knew the fundamental rule that the answer to most mathematical
|
||||
questions is either 0, 1, infinity, -1, or minus infinity (do not apply
|
||||
this rule to balancing your checkbook, however); unfortunately, that
|
||||
gave him only a 25 percent chance of guessing right.
|
||||
|
||||
“One,” I whispered surreptitiously.
|
||||
"One," I whispered surreptitiously.
|
||||
|
||||
“Zero,” Barry announced. Mr. Bourgeis shook his head even more sadly.
|
||||
"Zero," Barry announced. Mr. Bourgeis shook his head even more sadly.
|
||||
|
||||
“One,” I whispered louder. Barry looked still more thoughtful—a bad
|
||||
sign—so I whispered “one” again, even louder. Barry looked so thoughtful
|
||||
"One," I whispered louder. Barry looked still more thoughtful—a bad
|
||||
sign—so I whispered "one" again, even louder. Barry looked so thoughtful
|
||||
that his eyes nearly rolled up into his head, and I realized that he was
|
||||
just doing his best to convince Mr. Bourgeis that Barry had solved this
|
||||
one by himself.
|
||||
|
||||
As Barry neared the climax of his stirring performance and opened his
|
||||
mouth to speak, Mr. Bourgeis looked at him with great concern. “Barry,
|
||||
can you hear me all right?”
|
||||
mouth to speak, Mr. Bourgeis looked at him with great concern. "Barry,
|
||||
can you hear me all right?"
|
||||
|
||||
“Yes, sir,” Barry replied. “Why?”
|
||||
"Yes, sir," Barry replied. "Why?"
|
||||
|
||||
“Well, I could hear the answer all the way up here. Surely you could
|
||||
hear it just one row away?”
|
||||
"Well, I could hear the answer all the way up here. Surely you could
|
||||
hear it just one row away?"
|
||||
|
||||
The class went wild. They might as well have sent us home early for all
|
||||
we accomplished the rest of the day.
|
||||
|
|
@ -66,15 +66,15 @@ we accomplished the rest of the day.
|
|||
I like to think I know more about performance programming than Barry
|
||||
knew about math. Nonetheless, I always welcome good ideas and comments,
|
||||
and many readers have sent me a slew of those over the years. So in this
|
||||
chapter, I think I’ll return the favor by devoting a chapter to reader
|
||||
chapter, I think I'll return the favor by devoting a chapter to reader
|
||||
feedback.
|
||||
|
||||
#### Another Look at LEA {#Heading3}
|
||||
|
||||
Several people have pointed out that while **LEA** is great for
|
||||
performing certain additions (see Chapter 6), it isn’t a perfect
|
||||
replacement for **ADD**. What’s the difference? **LEA**, an addressing
|
||||
instruction by trade, doesn’t affect the flags, while the arithmetic
|
||||
performing certain additions (see Chapter 6), it isn't a perfect
|
||||
replacement for **ADD**. What's the difference? **LEA**, an addressing
|
||||
instruction by trade, doesn't affect the flags, while the arithmetic
|
||||
**ADD** instruction most certainly does. This is no problem when
|
||||
performing additions that involve only quantities that fit in one
|
||||
machine word (32 bits in 386 protected mode, 16 bits otherwise), but it
|
||||
|
|
@ -89,7 +89,7 @@ could *not* be replaced
|
|||
LEA EAX,[EAX+EBX]
|
||||
ADC EDX,ECX
|
||||
|
||||
because **LEA** doesn’t affect the Carry flag.
|
||||
because **LEA** doesn't affect the Carry flag.
|
||||
|
||||
The no-carry characteristic of **LEA** becomes a distinct advantage when
|
||||
performing pointer arithmetic, however. For instance, the following code
|
||||
|
|
@ -103,43 +103,43 @@ variable to another such variable:
|
|||
|
||||
MOV EAX,[ESI] ;get the next element of one array
|
||||
ADC [EDI],EAX ;add it to the other array, with carry
|
||||
LEA ESI,[ESI+4] ;advance one array’s pointer
|
||||
LEA EDI,[EDI+4] ;advance the other array’s pointer
|
||||
LEA ESI,[ESI+4] ;advance one array's pointer
|
||||
LEA EDI,[EDI+4] ;advance the other array's pointer
|
||||
LOOP ADDLOOP
|
||||
|
||||
(Yes, I could use **LODSD** instead of **MOV/LEA**; I’m just
|
||||
(Yes, I could use **LODSD** instead of **MOV/LEA**; I'm just
|
||||
illustrating a point here. Besides, **LODS** is only 1 cycle faster than
|
||||
**MOV/LEA** on the 386, and is actually more than twice as slow on the
|
||||
486.) If we used **ADD** rather than **LEA** to advance the pointers,
|
||||
the carry from one **ADC** to the next would have to be preserved with
|
||||
either **PUSHF/POPF** or **LAHF/SAHF**. (Alternatively, we could use
|
||||
multiple **INC**s, since **INC** doesn’t affect the Carry flag.)
|
||||
multiple **INC**s, since **INC** doesn't affect the Carry flag.)
|
||||
|
||||
In short, **LEA** is indeed different from **ADD**. Sometimes it’s
|
||||
better. Sometimes not; that’s the nature of the various instruction
|
||||
In short, **LEA** is indeed different from **ADD**. Sometimes it's
|
||||
better. Sometimes not; that's the nature of the various instruction
|
||||
substitutions and optimizations that will occur to you over time.
|
||||
There’s no such thing as “best” instructions on the x86; it all depends
|
||||
on what you’re trying to do.
|
||||
There's no such thing as "best" instructions on the x86; it all depends
|
||||
on what you're trying to do.
|
||||
|
||||
But there sure are a lot of interesting options, aren’t there?
|
||||
But there sure are a lot of interesting options, aren't there?
|
||||
|
||||
#### The Kennedy Portfolio {#Heading4}
|
||||
|
||||
Reader John Kennedy regularly passes along intriguing assembly
|
||||
programming tricks, many of which I’ve never seen mentioned anywhere
|
||||
programming tricks, many of which I've never seen mentioned anywhere
|
||||
else. John likes to optimize for size, whereas I lean more toward speed,
|
||||
but many of his optimizations are good for both purposes. Here are a few
|
||||
of my favorites:
|
||||
|
||||
John’s code for setting AX to its absolute value is:
|
||||
John's code for setting AX to its absolute value is:
|
||||
|
||||
CWD
|
||||
XOR AX,DX
|
||||
SUB AX,DX
|
||||
|
||||
This does nothing when bit 15 of AX is 0 (that is, if AX is positive).
|
||||
When AX is negative, the code “nots” it and adds 1, which is exactly how
|
||||
you perform a two’s complement negate. For the case where AX is not
|
||||
When AX is negative, the code "nots" it and adds 1, which is exactly how
|
||||
you perform a two's complement negate. For the case where AX is not
|
||||
negative, this trick usually beats the stuffing out of the standard
|
||||
absolute value code:
|
||||
|
||||
|
|
@ -148,11 +148,11 @@ absolute value code:
|
|||
NEG AX ;yes,negate it
|
||||
IsPositive:
|
||||
|
||||
However, John’s code is slower on a 486; as you’re no doubt coming to
|
||||
realize (and as I’ll explain in Chapters 12 and 13), the 486 is an
|
||||
However, John's code is slower on a 486; as you're no doubt coming to
|
||||
realize (and as I'll explain in Chapters 12 and 13), the 486 is an
|
||||
optimization world unto itself.
|
||||
|
||||
Here’s how John copies a block of bytes from DS:SI to ES:DI, moving as
|
||||
Here's how John copies a block of bytes from DS:SI to ES:DI, moving as
|
||||
much data as possible a word at a time:
|
||||
|
||||
SHR CX,1 ;word count
|
||||
|
|
|
|||
38
09-02.md
38
09-02.md
|
|
@ -2,15 +2,15 @@
|
|||
[Previous](09-01.html) [Table of Contents](index.html) [Next](09-03.html)
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
||||
However, it generally is. Sure, if the length is odd, John’s approach
|
||||
However, it generally is. Sure, if the length is odd, John's approach
|
||||
incurs a penalty approximately equal to the **REP** startup time for
|
||||
**MOVSB**. However, if the length is even, John’s approach doesn’t
|
||||
**MOVSB**. However, if the length is even, John's approach doesn't
|
||||
branch, saving cycles and not emptying the prefetch queue. If copy
|
||||
lengths are evenly distributed between even and odd, John’s approach is
|
||||
lengths are evenly distributed between even and odd, John's approach is
|
||||
faster in most x86 systems. (Not on the 486, though.)
|
||||
|
||||
John also points out that on the 386, multiple **LEA**s can be combined
|
||||
to perform multiplications that can’t be handled by a single **LEA**,
|
||||
to perform multiplications that can't be handled by a single **LEA**,
|
||||
much as multiple shifts and adds can be used for multiplication, only
|
||||
faster. **LEA** can be used to multiply in a single instruction on the
|
||||
386, but only by the values 2, 3, 4, 5, 8, and 9; several **LEA**s
|
||||
|
|
@ -34,7 +34,7 @@ Using **LEA** on the 386, the above could be reduced to
|
|||
LEA EAX,[EAX*8] ;*16
|
||||
LEA EAX,[EAX+EAX*4] ;*80
|
||||
|
||||
which still isn’t as fast as using a lookup table like
|
||||
which still isn't as fast as using a lookup table like
|
||||
|
||||
MOV EAX,MultiplesOf80Table[EAX*4]
|
||||
|
||||
|
|
@ -55,7 +55,7 @@ and one that allows for considerable optimization. One way to speed up
|
|||
multiplication is to use shift and add, **LEA**, or a lookup table to
|
||||
hard-code a multiplication operation for a fixed multiplier, as shown
|
||||
above. Another is to take advantage of the early-out feature of the 386
|
||||
(and the 486, but in the interests of brevity I’ll just say “386” from
|
||||
(and the 486, but in the interests of brevity I'll just say "386" from
|
||||
now on) by arranging your operands so that the multiplier (always the
|
||||
rightmost operand following **MUL** or **IMUL**) is no larger than the
|
||||
other operand.
|
||||
|
|
@ -64,7 +64,7 @@ other operand.
|
|||
 *Why? Because the 386 processes one multiplier bit per cycle and immediately ends a multiplication when all significant bits of the multiplier have been processed, so fewer cycles are required to multiply a large multiplicand times a small multiplier than a small multiplicand times a large multiplier, by a factor of about 1 cycle for each significant multiplier bit eliminated.*
|
||||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
(There’s a minimum execution time on this trick; below 3 significant
|
||||
(There's a minimum execution time on this trick; below 3 significant
|
||||
multiplier bits, no additional cycles are saved.) For example,
|
||||
multiplication of 32,767 times 1 is 12 cycles faster than multiplication
|
||||
of 1 times 32,727.
|
||||
|
|
@ -82,7 +82,7 @@ This highlights another interesting point: **MUL** and **IMUL** on the
|
|||
generally still faster, are worthwhile only in truly time-critical code.
|
||||
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *On 386SXs and uncached 386s, where code size can significantly affect performance due to instruction prefetching, the compact **MUL** and **IMUL** instructions can approach and in some cases even outperform the “optimized” alternatives.*
|
||||
 *On 386SXs and uncached 386s, where code size can significantly affect performance due to instruction prefetching, the compact **MUL** and **IMUL** instructions can approach and in some cases even outperform the "optimized" alternatives.*
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
All in all, **MUL** and **IMUL** are reasonable performers on the 386,
|
||||
|
|
@ -90,10 +90,10 @@ no longer to be avoided in most cases—and you can help that along by
|
|||
arranging your code to make the smaller operand the multiplier whenever
|
||||
you know which operand is smaller.
|
||||
|
||||
That doesn’t mean that your code should test and swap operands to make
|
||||
sure the smaller one is the multiplier; that rarely pays off. I’m
|
||||
speaking more of the case where you’re scaling an array up by a value
|
||||
that’s always in the range of, say, 2 to 10; because the scale value
|
||||
That doesn't mean that your code should test and swap operands to make
|
||||
sure the smaller one is the multiplier; that rarely pays off. I'm
|
||||
speaking more of the case where you're scaling an array up by a value
|
||||
that's always in the range of, say, 2 to 10; because the scale value
|
||||
will always be small and the array elements may have any value, the
|
||||
scale value is the logical choice for the multiplier.
|
||||
|
||||
|
|
@ -105,7 +105,7 @@ quick refresher, I described searching a buffer for a text string as
|
|||
follows: Scan for the first byte of the text string with **REPNZ
|
||||
SCASB**, then use **REPZ CMPS** to check for a full match whenever
|
||||
**REPNZ SCASB** finds a match for the first character, as shown in
|
||||
Figure 9.1. The principle is that most buffer characters won’t match the
|
||||
Figure 9.1. The principle is that most buffer characters won't match the
|
||||
first character of any given string, so **REPNZ SCASB**, by far the
|
||||
fastest way to search on the PC, can be used to eliminate most potential
|
||||
matches; each remaining potential match can then be checked in its
|
||||
|
|
@ -114,7 +114,7 @@ entirety with **REPZ CMPS**.
|
|||
\
|
||||
**Figure 9.1** *Simple searching method for locating a text string.*
|
||||
|
||||
Rob’s revelation, which he credits without explanation to Edgar Allen
|
||||
Rob's revelation, which he credits without explanation to Edgar Allen
|
||||
Poe (search nevermore?), was that by far the slowest part of the whole
|
||||
deal is handling **REPNZ SCASB** matches, which require checking the
|
||||
remainder of the string with **REPZ CMPS** and restarting **REPNZ
|
||||
|
|
@ -124,11 +124,11 @@ SCASB** if no match is found.
|
|||
 *Rob points out that the number of **REPNZ SCASB** matches can easily be reduced simply by scanning for the character in the searched-for string that appears least often in the buffer being searched.*
|
||||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
Imagine, if you will, that you’re searching for the string “EQUAL.” By
|
||||
my approach, you’d use **REPNZ SCASB** to scan for each occurrence of
|
||||
“E,” which crops up quite often in normal text. Rob points out that it
|
||||
would make more sense to scan for “Q,” then back up one character and
|
||||
check the whole string when a “Q” is found, as shown in Figure 9.2. “Q”
|
||||
Imagine, if you will, that you're searching for the string "EQUAL." By
|
||||
my approach, you'd use **REPNZ SCASB** to scan for each occurrence of
|
||||
"E," which crops up quite often in normal text. Rob points out that it
|
||||
would make more sense to scan for "Q," then back up one character and
|
||||
check the whole string when a "Q" is found, as shown in Figure 9.2. "Q"
|
||||
is likely to occur much less often, resulting in many fewer whole-string
|
||||
checks and much faster processing.
|
||||
|
||||
|
|
|
|||
32
09-03.md
32
09-03.md
|
|
@ -5,19 +5,19 @@
|
|||
Listing 9.1 implements the scan-on-first-character approach. Listing 9.2
|
||||
scans for whatever character the caller specifies. Listing 9.3 is a test
|
||||
program used to compare the two approaches. How much difference does
|
||||
Rob’s revelation make? Plenty. Even when the entire C function call to
|
||||
Rob's revelation make? Plenty. Even when the entire C function call to
|
||||
**FindString** is timed—**strlen** calls, parameter pushing, calling,
|
||||
setup, and all—the version of **FindString** in Listing 9.2, which is
|
||||
directed by Listing 9.3 to scan for the infrequently-occurring “Q,” is
|
||||
directed by Listing 9.3 to scan for the infrequently-occurring "Q," is
|
||||
about 40 percent faster on a 20 MHz cached 386 for the test search of
|
||||
Listing 9.3 than is the version of **FindString** in Listing 9.1, which
|
||||
always scans for the first character, in this case “E.” However, when
|
||||
always scans for the first character, in this case "E." However, when
|
||||
only the search loops (the code that actually does the searching) in the
|
||||
two versions of **FindString** are compared, Listing 9.2 is more than
|
||||
*twice* as fast as Listing 9.1—a remarkable improvement over code that
|
||||
already uses **REPNZ SCASB** and **REPZ CMPS**.
|
||||
|
||||
What I like so much about Rob’s approach is that it demonstrates that
|
||||
What I like so much about Rob's approach is that it demonstrates that
|
||||
optimization involves much more than instruction selection and cycle
|
||||
counting. Listings 9.1 and 9.2 use pretty much the same instructions,
|
||||
and even use the same approach of scanning with **REPNZ SCASB** and
|
||||
|
|
@ -59,9 +59,9 @@ using **REPZ CMPS** to check scanning matches.
|
|||
.code
|
||||
public _FindString
|
||||
_FindStringprocnear
|
||||
push bp ;preserve caller’s stack frame
|
||||
push bp ;preserve caller's stack frame
|
||||
mov bp,sp ;point to our stack frame
|
||||
push si ;preserve caller’s register variables
|
||||
push si ;preserve caller's register variables
|
||||
push di
|
||||
cld ;make string instructions increment pointers
|
||||
mov si,[bp+SearchString] ;pointer to string to search for
|
||||
|
|
@ -80,12 +80,12 @@ using **REPZ CMPS** to check scanning matches.
|
|||
mov di,[bp+Buffer] ;point ES:DI to buffer to search thru
|
||||
lodsb ;put the first byte of the search string in AL
|
||||
mov bp,si ;set aside pointer to the second search byte
|
||||
dec bx ;don’t need to compare the first byte of the
|
||||
; string with CMPS; we’ll do it with SCAS
|
||||
dec bx ;don't need to compare the first byte of the
|
||||
; string with CMPS; we'll do it with SCAS
|
||||
FindStringLoop:
|
||||
mov cx,dx ;put remaining buffer search length in CX
|
||||
repnz scasb ;scan for the first byte of the string
|
||||
jnz FindStringNotFound ;not found, so there’s no match
|
||||
jnz FindStringNotFound ;not found, so there's no match
|
||||
;found, so we have a potential match-check the
|
||||
; rest of this candidate location
|
||||
push di ;remember the address of the next byte to scan
|
||||
|
|
@ -96,14 +96,14 @@ using **REPZ CMPS** to check scanning matches.
|
|||
shr cx,1 ;convert to word for faster search
|
||||
jnc FindStringWord ;do word search if no odd byte
|
||||
cmpsb ;compare the odd byte
|
||||
jnz FindStringNoMatch ;odd byte doesn’t match, so we
|
||||
; haven’t found the search string here
|
||||
jnz FindStringNoMatch ;odd byte doesn't match, so we
|
||||
; haven't found the search string here
|
||||
FindStringWord:
|
||||
jcxz FindStringFound ;test whether we’ve already checked
|
||||
jcxz FindStringFound ;test whether we've already checked
|
||||
; the whole string; if so, this is a match
|
||||
; bytes long; if so, we’ve found a match
|
||||
; bytes long; if so, we've found a match
|
||||
repz cmpsw ;check the rest of the string a word at a time
|
||||
jz FindStringFound ;it’s a match
|
||||
jz FindStringFound ;it's a match
|
||||
FindStringNoMatch:
|
||||
pop di ;get back pointer to the next byte to scan
|
||||
and dx,dx ;is there anything left to check?
|
||||
|
|
@ -117,9 +117,9 @@ using **REPZ CMPS** to check scanning matches.
|
|||
; address of the byte after the start of the
|
||||
; potential match)
|
||||
FindStringDone:
|
||||
pop di ;restore caller’s register variables
|
||||
pop di ;restore caller's register variables
|
||||
pop si
|
||||
pop bp ;restore caller’s stack frame
|
||||
pop bp ;restore caller's stack frame
|
||||
ret
|
||||
_FindStringendp
|
||||
end
|
||||
|
|
|
|||
32
09-04.md
32
09-04.md
|
|
@ -32,9 +32,9 @@
|
|||
.code
|
||||
public _FindString
|
||||
_FindStringprocnear
|
||||
push bp ;preserve caller’s stack frame
|
||||
push bp ;preserve caller's stack frame
|
||||
mov bp,sp ;point to our stack frame
|
||||
push si ;preserve caller’s register variables
|
||||
push si ;preserve caller's register variables
|
||||
push di
|
||||
cld ;make string instructions increment pointers
|
||||
mov si,[bp+SearchString] ;pointer to string to search for
|
||||
|
|
@ -62,7 +62,7 @@
|
|||
FindStringLoop:
|
||||
mov cx,dx ;put remaining buffer search length in CX
|
||||
repnz scasb ;scan for the scan byte
|
||||
jnz FindStringNotFound ;not found, so there’s no match
|
||||
jnz FindStringNotFound ;not found, so there's no match
|
||||
;found, so we have a potential match-check the
|
||||
; rest of this candidate location
|
||||
push di ;remember the address of the next byte to scan
|
||||
|
|
@ -75,13 +75,13 @@
|
|||
shr cx,1 ;convert to word for faster search
|
||||
jnc FindStringWord ;do word search if no odd byte
|
||||
cmpsb ;compare the odd byte
|
||||
jnz FindStringNoMatch ;odd byte doesn’t match, so we
|
||||
; haven’t found the search string here
|
||||
jnz FindStringNoMatch ;odd byte doesn't match, so we
|
||||
; haven't found the search string here
|
||||
FindStringWord:
|
||||
jcxz FindStringFound ;if the string is only 1 byte long,
|
||||
; we’ve found a match
|
||||
; we've found a match
|
||||
repz cmpsw ;check the rest of the string a word at a time
|
||||
jz FindStringFound ;it’s a match
|
||||
jz FindStringFound ;it's a match
|
||||
FindStringNoMatch:
|
||||
pop di ;get back pointer to the next byte to scan
|
||||
and dx,dx ;is there anything left to check?
|
||||
|
|
@ -94,9 +94,9 @@
|
|||
sub ax,bx ; string was found (earlier we pushed the
|
||||
; address of the byte after the scan match)
|
||||
FindStringDone:
|
||||
pop di ;restore caller’s register variables
|
||||
pop di ;restore caller's register variables
|
||||
pop si
|
||||
pop bp ;restore caller’s stack frame
|
||||
pop bp ;restore caller's stack frame
|
||||
ret
|
||||
_FindStringendp
|
||||
end
|
||||
|
|
@ -111,26 +111,26 @@
|
|||
extern unsigned char * FindString(unsigned char *, unsigned int,
|
||||
unsigned char *, unsigned int, unsigned int);
|
||||
void main(void);
|
||||
static unsigned char TestBuffer[] = “When, in the course of human \
|
||||
static unsigned char TestBuffer[] = "When, in the course of human \
|
||||
events, it becomes necessary for one people to dissolve the \
|
||||
political bands which have connected them with another, and to \
|
||||
assume among the powers of the earth the separate and equal station \
|
||||
to which the laws of nature and of nature’s God entitle them...”;
|
||||
to which the laws of nature and of nature's God entitle them...";
|
||||
void main() {
|
||||
static unsigned char TestString[] = “equal”;
|
||||
static unsigned char TestString[] = "equal";
|
||||
unsigned char TempBuffer[DISPLAY_LENGTH+1];
|
||||
unsigned char *MatchPtr;
|
||||
/* Search for TestString and report the results */
|
||||
if ((MatchPtr = FindString(TestBuffer,
|
||||
(unsigned int) strlen(TestBuffer), TestString,
|
||||
(unsigned int) strlen(TestString), 1)) == NULL) {
|
||||
/* TestString wasn’t found */
|
||||
printf(“\”%s\“ not found\n”, TestString);
|
||||
/* TestString wasn't found */
|
||||
printf("\"%s\" not found\n", TestString);
|
||||
} else {
|
||||
/* TestString was found. Zero-terminate TempBuffer; strncpy
|
||||
won’t do it if DISPLAY_LENGTH characters are copied */
|
||||
won't do it if DISPLAY_LENGTH characters are copied */
|
||||
TempBuffer[DISPLAY_LENGTH] = 0;
|
||||
printf(“\”%s\“ found. Next %d characters at match:\n\”%s\“\n”,
|
||||
printf("\"%s\" found. Next %d characters at match:\n\"%s\"\n",
|
||||
TestString, DISPLAY_LENGTH,
|
||||
strncpy(TempBuffer, MatchPtr, DISPLAY_LENGTH));
|
||||
}
|
||||
|
|
|
|||
24
09-05.md
24
09-05.md
|
|
@ -2,15 +2,15 @@
|
|||
[Previous](09-04.html) [Table of Contents](index.html) [Next](09-06.html)
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
||||
You’ll notice that in Listing 9.2 I didn’t use a table of character
|
||||
You'll notice that in Listing 9.2 I didn't use a table of character
|
||||
frequencies in English text to determine the character for which to
|
||||
scan, but rather let the caller make that choice. Each buffer of bytes
|
||||
has unique characteristics, and English-letter frequency could well be
|
||||
inappropriate. What if the buffer is filled with French text? Cyrillic?
|
||||
What if it isn’t text that’s being searched? It might be worthwhile for
|
||||
What if it isn't text that's being searched? It might be worthwhile for
|
||||
an application to build a dynamic frequency table for each buffer so
|
||||
that the best scan character could be chosen for each search. Or perhaps
|
||||
not, if the search isn’t time-critical or the buffer is small.
|
||||
not, if the search isn't time-critical or the buffer is small.
|
||||
|
||||
The point is that you can improve performance dramatically by
|
||||
understanding the nature of the data with which you work. (This is
|
||||
|
|
@ -23,14 +23,14 @@ heads.
|
|||
#### Short Sorts {#Heading7}
|
||||
|
||||
David Stafford (recently of Borland and Borland Japan) who happens to be
|
||||
one of the best assembly language programmers I’ve ever met, has written
|
||||
one of the best assembly language programmers I've ever met, has written
|
||||
a C-callable routine that sorts an array of integers in ascending order.
|
||||
That wouldn’t be particularly noteworthy, except that David’s routine,
|
||||
That wouldn't be particularly noteworthy, except that David's routine,
|
||||
shown in Listing 9.4, is exactly *25 bytes* long. Look at the code;
|
||||
you’ll keep saying to yourself, “But this doesn’t work...oh, yes, I
|
||||
guess it does.” As they say in the Prego spaghetti sauce ads, *it’s in
|
||||
you'll keep saying to yourself, "But this doesn't work...oh, yes, I
|
||||
guess it does." As they say in the Prego spaghetti sauce ads, *it's in
|
||||
there*—and what a job of packing. Anyway, David says that a 24-byte sort
|
||||
routine eludes him, and he’d like to know if anyone can come up with
|
||||
routine eludes him, and he'd like to know if anyone can come up with
|
||||
one.
|
||||
|
||||
**LISTING 9.4 L9-4.ASM**
|
||||
|
|
@ -72,18 +72,18 @@ one.
|
|||
|
||||
One of the most annoying limitations of the x86 is that while the
|
||||
dividend operand to the **DIV** instruction can be 32 bits in size, both
|
||||
the divisor and the result must be 16 bits. That’s particularly annoying
|
||||
in regards to the result because sometimes you just don’t know whether
|
||||
the divisor and the result must be 16 bits. That's particularly annoying
|
||||
in regards to the result because sometimes you just don't know whether
|
||||
the ratio of the dividend to the divisor is greater than 64K-1 or
|
||||
not—and if you guess wrong, you get that godawful Divide By Zero
|
||||
interrupt. So, what is one to do when the result might not fit in 16
|
||||
bits, or when the dividend is larger than 32 bits? Fall back to a
|
||||
software division approach? That will work—but oh so slowly.
|
||||
|
||||
There’s another technique that’s much faster than a pure software
|
||||
There's another technique that's much faster than a pure software
|
||||
approach, albeit not so flexible. This technique allows arbitrarily
|
||||
large dividends and results, but the divisor is still limited to16 bits.
|
||||
That’s not perfect, but it does solve a number of problems, in
|
||||
That's not perfect, but it does solve a number of problems, in
|
||||
particular eliminating the possibility of a Divide By Zero interrupt
|
||||
from a too-large result.
|
||||
|
||||
|
|
|
|||
30
09-06.md
30
09-06.md
|
|
@ -34,12 +34,12 @@
|
|||
.code
|
||||
public _Div
|
||||
_Divprocnear
|
||||
push bp ;preserve caller’s stack frame
|
||||
push bp ;preserve caller's stack frame
|
||||
mov bp,sp ;point to our stack frame
|
||||
push si ;preserve caller’s register variables
|
||||
push si ;preserve caller's register variables
|
||||
push di
|
||||
|
||||
std ;we’re working from msb to lsb
|
||||
std ;we're working from msb to lsb
|
||||
mov ax,ds
|
||||
mov es,ax ;for STOS
|
||||
mov cx,[bp+DividendLength]
|
||||
|
|
@ -64,9 +64,9 @@
|
|||
loop DivLoop
|
||||
mov ax,dx ;return the remainder
|
||||
cld ;restore default Direction flag setting
|
||||
pop di ;restore caller’s register variables
|
||||
pop di ;restore caller's register variables
|
||||
pop si
|
||||
pop bp ;restore caller’s stack frame
|
||||
pop bp ;restore caller's stack frame
|
||||
ret
|
||||
_Divendp
|
||||
end
|
||||
|
|
@ -74,7 +74,7 @@
|
|||
**LISTING 9.6 L9-6.C**
|
||||
|
||||
/* Sample use of Div function to perform division when the result
|
||||
doesn’t fit in 16 bits */
|
||||
doesn't fit in 16 bits */
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
|
|
@ -87,15 +87,15 @@
|
|||
unsigned int k, j = 0x10;
|
||||
|
||||
k = Div((unsigned int *)&i, sizeof(i), j, (unsigned int *)&m);
|
||||
printf(“%lu / %u = %lu r %u\n”, i, j, m, k);
|
||||
printf("%lu / %u = %lu r %u\n", i, j, m, k);
|
||||
}
|
||||
|
||||
#### Sweet Spot Revisited {#Heading9}
|
||||
|
||||
Way back in Volume 1, Number 1 of *PC TECHNIQUES*, (April/May 1990) I
|
||||
wrote the very first of that magazine’s HAX (\#1), which extolled the
|
||||
wrote the very first of that magazine's HAX (\#1), which extolled the
|
||||
virtues of placing your most commonly-used automatic (stack-based)
|
||||
variables within the stack’s “sweet spot,” the area between +127 to -128
|
||||
variables within the stack's "sweet spot," the area between +127 to -128
|
||||
bytes away from BP, the stack frame pointer. The reason was that the
|
||||
8088 can store addressing displacements that fall within that range in a
|
||||
single byte; larger displacements require a full word of storage,
|
||||
|
|
@ -117,19 +117,19 @@ on the processor, the memory architecture, and the code mix. On a 486,
|
|||
prefix bytes often cost a cycle; on a 386SX, increased code size often
|
||||
slows performance because instructions must be fetched through the
|
||||
half-pint 16-bit bus; on a 386, the effect depends on the instruction
|
||||
mix and whether there’s a cache.
|
||||
mix and whether there's a cache.
|
||||
|
||||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *On balance, though, it’s as important to keep your most-used variables in the stack’s sweet spot in 386 native mode as it was on the 8088.*
|
||||
 *On balance, though, it's as important to keep your most-used variables in the stack's sweet spot in 386 native mode as it was on the 8088.*
|
||||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
In assembly, it’s easy to control the organization of your stack frame.
|
||||
In C, however, you’ll have to figure out the allocation scheme your
|
||||
In assembly, it's easy to control the organization of your stack frame.
|
||||
In C, however, you'll have to figure out the allocation scheme your
|
||||
compiler uses to allocate automatic variables, and declare automatics
|
||||
appropriately to produce the desired effect. It can be done: I did it in
|
||||
Turbo C some years back, and trimmed the size of a program (admittedly,
|
||||
a large one) by several K—not bad, when you consider that the “sweet
|
||||
spot” optimization is essentially free, with no code reorganization,
|
||||
a large one) by several K—not bad, when you consider that the "sweet
|
||||
spot" optimization is essentially free, with no code reorganization,
|
||||
change in logic, or heavy thinking involved.
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
|
|
|||
48
09-07.md
48
09-07.md
|
|
@ -5,28 +5,28 @@
|
|||
#### Hard-Core Cycle Counting {#Heading10}
|
||||
|
||||
Next, we come to an item that cycle counters will love, especially since
|
||||
it involves apparently incorrect documentation on Intel’s part.
|
||||
According to Intel’s documents, all **RCR** and **RCL** instructions,
|
||||
it involves apparently incorrect documentation on Intel's part.
|
||||
According to Intel's documents, all **RCR** and **RCL** instructions,
|
||||
which perform rotations through the Carry flag, as shown in Figure 9.4,
|
||||
take 9 cycles on the 386 when working with a register operand. My
|
||||
measurements indicate that the 9-cycle execution time almost holds true
|
||||
for *multibit* rotate-through-carries, which I’ve timed at 8 cycles
|
||||
for *multibit* rotate-through-carries, which I've timed at 8 cycles
|
||||
apiece; for example, **RCR AX,CL** takes 8 cycles on *my* 386, as does
|
||||
**RCL DX,2**. Contrast that with **ROR** and **ROL**, which can rotate
|
||||
the contents of a register any number of bits in just 3 cycles.
|
||||
|
||||
However, rotating by one bit through the Carry flag does *not* take 9
|
||||
cycles, contrary to Intel’s *80386 Programmer’s Reference Manual*, or
|
||||
cycles, contrary to Intel's *80386 Programmer's Reference Manual*, or
|
||||
even 8 cycles. In fact, **RCR** *reg*,1 and **RCL** *reg*,1 take 3
|
||||
cycles, just like **ROR, ROL, SHR,** and **SHL**. At least, that’s how
|
||||
fast they run on my 386, and I very much doubt that you’ll find
|
||||
cycles, just like **ROR, ROL, SHR,** and **SHL**. At least, that's how
|
||||
fast they run on my 386, and I very much doubt that you'll find
|
||||
different execution times on other 386s. (Please let me know if you do,
|
||||
though!)
|
||||
|
||||
\
|
||||
**Figure 9.4** *Performing rotate instructions using the Carry flag.*
|
||||
|
||||
Interestingly, according to Intel’s *i486 Microprocessor Programmer’s
|
||||
Interestingly, according to Intel's *i486 Microprocessor Programmer's
|
||||
Reference Manual*, the 486 can **RCR** or **RCL** a register by one bit
|
||||
in 3 cycles, but takes between 8 and 30 cycles to perform a multibit
|
||||
register **RCR** or **RCL**!
|
||||
|
|
@ -38,10 +38,10 @@ with a grain of salt.
|
|||
#### Hardwired Far Jumps {#Heading11}
|
||||
|
||||
Did you ever wonder how to code a far jump to an absolute address in
|
||||
assembly language? Probably not, but if you ever do, you’re going to be
|
||||
glad for this next item, because the obvious solution doesn’t work. You
|
||||
assembly language? Probably not, but if you ever do, you're going to be
|
||||
glad for this next item, because the obvious solution doesn't work. You
|
||||
might think all it would take to jump to, say, 1000:5 would be **JMP FAR
|
||||
PTR 1000:5**, but you’d be wrong. That won’t even assemble. You might
|
||||
PTR 1000:5**, but you'd be wrong. That won't even assemble. You might
|
||||
then think to construct in memory a far pointer containing 1000:5, as in
|
||||
the following:
|
||||
|
||||
|
|
@ -58,8 +58,8 @@ almost certainly, some cycles for instruction fetching). On a 386, an
|
|||
indirect far jump is documented to take at least 43 cycles in real mode
|
||||
(31 in protected mode); a direct far jump is documented to take at least
|
||||
12 cycles, about three times faster. In truth, the difference between
|
||||
those two is nowhere near that big; the fastest I’ve measured for a
|
||||
direct far jump is 21 cycles, and I’ve measured indirect far jumps as
|
||||
those two is nowhere near that big; the fastest I've measured for a
|
||||
direct far jump is 21 cycles, and I've measured indirect far jumps as
|
||||
fast as 30 cycles, so direct is still faster, but not by so much. (Oh,
|
||||
those cycle-time documentation blues!) Also, a direct far jump is
|
||||
documented to take at least 27 cycles in protected mode; why the big
|
||||
|
|
@ -70,18 +70,18 @@ Although an indirect far jump will work, a direct far jump is still
|
|||
preferable.
|
||||
|
||||
Listing 9.7 shows a short program that performs a direct far call to
|
||||
1000:5. (Don’t run it, unless you want to crash your system!) It does
|
||||
1000:5. (Don't run it, unless you want to crash your system!) It does
|
||||
this by creating a dummy segment at 1000H, so that the label
|
||||
**FarLabel** can be created with the desired far attribute at the proper
|
||||
location. (Segments created with “AT” don’t cause the generation of any
|
||||
actual bytes or the allocation of any memory; they’re just templates.)
|
||||
It’s a little kludgey, but at least it does work. There may be a better
|
||||
location. (Segments created with "AT" don't cause the generation of any
|
||||
actual bytes or the allocation of any memory; they're just templates.)
|
||||
It's a little kludgey, but at least it does work. There may be a better
|
||||
solution; if you have one, pass it along.
|
||||
|
||||
**LISTING 9.7 L9-7.ASM**
|
||||
|
||||
; Program to perform a direct far jump to address 1000:5.
|
||||
; *** Do not run this program! It’s just an example of how ***
|
||||
; *** Do not run this program! It's just an example of how ***
|
||||
; *** to build a direct far jump to an absolute address ***
|
||||
;
|
||||
; Tested with TASM 2 and MASM 5.
|
||||
|
|
@ -97,10 +97,10 @@ solution; if you have one, pass it along.
|
|||
jmp FarLabel
|
||||
end start
|
||||
|
||||
By the way, if you’re wondering how I figured this out, I merely applied
|
||||
my good friend Dan Illowsky’s long-standing rule for dealing with MASM:
|
||||
By the way, if you're wondering how I figured this out, I merely applied
|
||||
my good friend Dan Illowsky's long-standing rule for dealing with MASM:
|
||||
|
||||
If the obvious doesn’t work (and it usually doesn’t), just try
|
||||
If the obvious doesn't work (and it usually doesn't), just try
|
||||
everything you can think of, no matter how ridiculous, until you find
|
||||
something that does—a rule with plenty of history on its side.
|
||||
|
||||
|
|
@ -117,9 +117,9 @@ takes 4 cycles to execute, but is only 3 bytes long, while
|
|||
mov eax,1
|
||||
|
||||
takes only 2 cycles to execute, but is 5 bytes long (because native mode
|
||||
constants are dwords and the **MOV** instruction doesn’t sign-extend).
|
||||
constants are dwords and the **MOV** instruction doesn't sign-extend).
|
||||
Both code fragments are ways to set **EAX** to 1 (although the first
|
||||
affects the flags and the second doesn’t); this is a classic trade-off
|
||||
affects the flags and the second doesn't); this is a classic trade-off
|
||||
of speed for space. Second,
|
||||
|
||||
or ebx,-1
|
||||
|
|
@ -129,14 +129,14 @@ takes 2 cycles to execute and is 3 bytes long, while
|
|||
move bx,-1
|
||||
|
||||
takes 2 cycles to execute and is 5 bytes long. Both instructions set
|
||||
**EBX** to -1; this is a classic trade-off of—gee, it’s not a trade-off
|
||||
**EBX** to -1; this is a classic trade-off of—gee, it's not a trade-off
|
||||
at all, is it? **OR** is a better way to set a 32-bit register to all
|
||||
1-bits, just as **SUB** or **XOR** is a better way to set a register to
|
||||
all 0-bits. Who woulda thunk it? Just goes to show how the 32-bit
|
||||
displacements and constants of 386 native mode change the familiar
|
||||
landscape of 80x86 optimization.
|
||||
|
||||
Be warned, though, that I’ve found **OR, AND, ADD**, and the like to be
|
||||
Be warned, though, that I've found **OR, AND, ADD**, and the like to be
|
||||
a cycle slower than **MOV** when working with immediate operands on the
|
||||
386 under some circumstances, for reasons that thus far escape me. This
|
||||
just reinforces the first rule of optimization: Measure your code in
|
||||
|
|
|
|||
82
10-01.md
82
10-01.md
|
|
@ -13,65 +13,65 @@ In ink. With nary a blemish.
|
|||
|
||||
The relevance of which will become apparent in a trice.
|
||||
|
||||
What my grandfather is, is a pattern matcher *par excellence*. You’re a
|
||||
pattern matcher, too. So am I. We can’t help it; it comes with the
|
||||
territory. Try focusing on text and not reading it. Can’t do it. Can you
|
||||
hear the voice of someone you know and not recognize it? I can’t. And
|
||||
how in the Nine Billion Names of God is it that we’re capable of
|
||||
instantly recognizing one face out of the thousands we’ve seen in our
|
||||
What my grandfather is, is a pattern matcher *par excellence*. You're a
|
||||
pattern matcher, too. So am I. We can't help it; it comes with the
|
||||
territory. Try focusing on text and not reading it. Can't do it. Can you
|
||||
hear the voice of someone you know and not recognize it? I can't. And
|
||||
how in the Nine Billion Names of God is it that we're capable of
|
||||
instantly recognizing one face out of the thousands we've seen in our
|
||||
lifetimes—even years later, from a different angle and in different
|
||||
light? Although we take them for granted, our pattern-matching
|
||||
capabilities are surely a miracle on the order of loaves and fishes.
|
||||
|
||||
By “pattern matching,” I mean more than just recognition, though. I mean
|
||||
By "pattern matching," I mean more than just recognition, though. I mean
|
||||
that we are generally able to take complex and often seemingly woefully
|
||||
inadequate data, instantaneously match it in an incredibly flexible way
|
||||
to our past experience, extrapolate, and reach amazing conclusions,
|
||||
something that computers can scarcely do at all. Crossword puzzles are
|
||||
an excellent example; given a couple of letters and a cryptic clue,
|
||||
we’re somehow able to come up with one out of several hundred thousand
|
||||
words that we know. Try writing a program to do that! What’s more, we
|
||||
don’t process data in the serial brute-force way that computers do.
|
||||
we're somehow able to come up with one out of several hundred thousand
|
||||
words that we know. Try writing a program to do that! What's more, we
|
||||
don't process data in the serial brute-force way that computers do.
|
||||
Solutions tend to be virtually instantaneous or not at all; none of
|
||||
those “N log N” or “N^2”^ execution times for us.
|
||||
those "N log N" or "N^2"^ execution times for us.
|
||||
|
||||
It goes without saying that pattern matching is good; more than that,
|
||||
it’s a large part of what we are, and, generally, the faster we are at
|
||||
it's a large part of what we are, and, generally, the faster we are at
|
||||
it, the better. Not always, though. Sometimes insufficient information
|
||||
really is insufficient, and, in our haste to get the heady rush of
|
||||
coming up with a solution, incorrect or less-than-optimal conclusions
|
||||
are reached, as anyone who has ever done the *Times* Sunday crossword
|
||||
will attest. Still, my grandfather does that puzzle every Sunday *in
|
||||
ink*. What’s his secret? Patience and discipline. He never fills a word
|
||||
in until he’s confirmed it in his head via intersecting words, no matter
|
||||
ink*. What's his secret? Patience and discipline. He never fills a word
|
||||
in until he's confirmed it in his head via intersecting words, no matter
|
||||
how strong the urge may be to put something down where he can see it and
|
||||
feel like he’s getting somewhere.
|
||||
feel like he's getting somewhere.
|
||||
|
||||
There’s a surprisingly close parallel to programming here. Programming
|
||||
is certainly a sort of pattern matching in the sense I’ve described
|
||||
There's a surprisingly close parallel to programming here. Programming
|
||||
is certainly a sort of pattern matching in the sense I've described
|
||||
above, and, as with crossword puzzles, following your programming
|
||||
instincts too quickly can be a liability. For many programmers, myself
|
||||
included, there’s a strong urge to find a workable approach to a
|
||||
included, there's a strong urge to find a workable approach to a
|
||||
particular problem and start coding it *right now*, what some people
|
||||
call “hacking” a program. Going with the first thing your programming
|
||||
pattern matcher comes up with can be a lot of fun; there’s instant
|
||||
gratification and a feeling of unbounded creativity. Personally, I’ve
|
||||
call "hacking" a program. Going with the first thing your programming
|
||||
pattern matcher comes up with can be a lot of fun; there's instant
|
||||
gratification and a feeling of unbounded creativity. Personally, I've
|
||||
always hungered to get results from my work as soon as possible; I
|
||||
gravitated toward graphics for its instant and very visible
|
||||
gratification. Over time, however, I’ve learned patience.
|
||||
gratification. Over time, however, I've learned patience.
|
||||
|
||||
------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *I’ve come to spend an increasingly large portion of my time choosing algorithms, designing, and simply giving my mind quiet time in which to work on problems and come up with non-obvious approaches before coding; and I’ve found that the extra time up front more than pays for itself in both decreased coding time and superior programs.*
|
||||
 *I've come to spend an increasingly large portion of my time choosing algorithms, designing, and simply giving my mind quiet time in which to work on problems and come up with non-obvious approaches before coding; and I've found that the extra time up front more than pays for itself in both decreased coding time and superior programs.*
|
||||
------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
In this chapter, I’m going to walk you through a simple but illustrative
|
||||
In this chapter, I'm going to walk you through a simple but illustrative
|
||||
case history that nicely points up the wisdom of delaying gratification
|
||||
when faced with programming problems, so that your mind has time to chew
|
||||
on the problems from other angles. The alternative solutions you find by
|
||||
doing this may seem obvious, once you’ve come up with them. They may not
|
||||
doing this may seem obvious, once you've come up with them. They may not
|
||||
even differ greatly from your initial solutions. Often, however, they
|
||||
will be much better—and you’ll never even have the chance to decide
|
||||
whether they’re better or not if you take the first thing that comes
|
||||
will be much better—and you'll never even have the chance to decide
|
||||
whether they're better or not if you take the first thing that comes
|
||||
into your head and run with it.
|
||||
|
||||
#### The Case for Delayed Gratification {#Heading3}
|
||||
|
|
@ -80,38 +80,38 @@ Once upon a time, I set out to read *Algorithms*, by Robert Sedgewick
|
|||
(Addison-Wesley), which turned out to be a wonderful, stimulating, and
|
||||
most useful book, one that I recommend highly. My story, however,
|
||||
involves only what happened in the first 12 pages, for it was in those
|
||||
pages that Sedgewick discussed Euclid’s algorithm.
|
||||
pages that Sedgewick discussed Euclid's algorithm.
|
||||
|
||||
Euclid’s algorithm (discovered by Euclid, of Euclidean geometry fame, a
|
||||
Euclid's algorithm (discovered by Euclid, of Euclidean geometry fame, a
|
||||
very long time ago, way back when computers still used core memory) is a
|
||||
straightforward algorithm that solves one of the simplest problems
|
||||
imaginable: finding the greatest common integer divisor (GCD) of two
|
||||
positive integers. Sedgewick points out that this is useful for reducing
|
||||
a fraction to its lowest terms. I’m sure it’s useful for other things,
|
||||
a fraction to its lowest terms. I'm sure it's useful for other things,
|
||||
as well, although none spring to mind. (A long time ago, I wrote an
|
||||
article about optimizing a bit of code that wasn’t even vaguely
|
||||
article about optimizing a bit of code that wasn't even vaguely
|
||||
time-critical, and got swamped with letters telling me so. I knew it
|
||||
wasn’t time-critical; it was just a good example. So for now, close your
|
||||
wasn't time-critical; it was just a good example. So for now, close your
|
||||
eyes and *imagine* that finding the GCD is not only necessary but must
|
||||
also be done as quickly as possible, because it’s perfect for the point
|
||||
also be done as quickly as possible, because it's perfect for the point
|
||||
I want to make here and now. Okay?)
|
||||
|
||||
The problem at hand, then, is simply this: Find the largest integer
|
||||
value that evenly divides two arbitrary positive integers. That’s all
|
||||
value that evenly divides two arbitrary positive integers. That's all
|
||||
there is to it. So warm up your pattern matchers...and go!
|
||||
|
||||
### The Brute-Force Syndrome {#Heading4}
|
||||
|
||||
I have a funny feeling that you’d already figured out how to find the
|
||||
GCD before I even said “go.” That’s what I did when reading
|
||||
I have a funny feeling that you'd already figured out how to find the
|
||||
GCD before I even said "go." That's what I did when reading
|
||||
*Algorithms;* before I read another word, I had to figure it out for
|
||||
myself. Programmers are like that; give them a problem and their eyes
|
||||
immediately glaze over as they try to solve it before you’ve even shut
|
||||
immediately glaze over as they try to solve it before you've even shut
|
||||
your mouth. That sort of instant response can certainly be impressive,
|
||||
but it can backfire, too, as it did in my case.
|
||||
|
||||
You see, I fell victim to a common programming pitfall, the
|
||||
“brute-force” syndrome. The basis of this syndrome is that there are
|
||||
"brute-force" syndrome. The basis of this syndrome is that there are
|
||||
many problems that have obvious, brute-force solutions—with one small
|
||||
drawback. The drawback is that if you were to try to apply a brute-force
|
||||
solution by hand—that is, work a single problem out with pencil and
|
||||
|
|
@ -120,11 +120,11 @@ patience and discipline to work on the problem for approximately seven
|
|||
hundred years, not counting eating and sleeping, in order to get an
|
||||
answer. Finding all the prime numbers less than 1,000,000 is a good
|
||||
example; just divide each number up to 1,000,000 by every lesser number,
|
||||
and see what’s left standing. For most of the history of humankind,
|
||||
and see what's left standing. For most of the history of humankind,
|
||||
people were forced to think of cleverer solutions, such as the Sieve of
|
||||
Eratosthenes (we’d have been in big trouble if the ancient Greeks had
|
||||
Eratosthenes (we'd have been in big trouble if the ancient Greeks had
|
||||
had computers), mainly because after about five minutes of brute
|
||||
force-type work, people’s attention gets diverted to other important
|
||||
force-type work, people's attention gets diverted to other important
|
||||
matters, such as how far a paper airplane will fly from a second-story
|
||||
window.
|
||||
|
||||
|
|
|
|||
24
10-02.md
24
10-02.md
|
|
@ -2,14 +2,14 @@
|
|||
[Previous](10-01.html) [Table of Contents](index.html) [Next](10-03.html)
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
||||
Not so nowadays, though. Computers love boring work; they’re very
|
||||
Not so nowadays, though. Computers love boring work; they're very
|
||||
patient and disciplined, and, besides, one human year = seven dog years
|
||||
= two zillion computer years. So when we’re faced with a problem that
|
||||
has an obvious but exceedingly lengthy solution, we’re apt to say, “Ah,
|
||||
let the computer do that, it’s fast,” and go back to making paper
|
||||
= two zillion computer years. So when we're faced with a problem that
|
||||
has an obvious but exceedingly lengthy solution, we're apt to say, "Ah,
|
||||
let the computer do that, it's fast," and go back to making paper
|
||||
airplanes. Unfortunately, brute-force solutions tend to be slow even
|
||||
when performed by modern-day microcomputers, which are capable of
|
||||
several MIPS except when I’m late for an appointment and want to finish
|
||||
several MIPS except when I'm late for an appointment and want to finish
|
||||
a compile and run just one more test before I leave, in which case the
|
||||
crystal in my computer is apparently designed to automatically revert to
|
||||
1 Hz.)
|
||||
|
|
@ -18,7 +18,7 @@ The solution that I instantly came up with to finding the GCD is about
|
|||
as brute- force as you can get: Divide both the larger integer (iL) and
|
||||
the smaller integer (iS) by every integer equal to or less than the
|
||||
smaller integer, until a number is found that divides both evenly, as
|
||||
shown in Figure 10.1. This works, but it’s a lousy solution, requiring
|
||||
shown in Figure 10.1. This works, but it's a lousy solution, requiring
|
||||
as many as iS\*2 divisions; *very* expensive, especially for large
|
||||
values of iS. For example, finding the GCD of 30,001 and 30,002 would
|
||||
require 60,002 divisions, which alone, disregarding tests and branches,
|
||||
|
|
@ -88,7 +88,7 @@ Integer pairs for which to find GCD
|
|||
|
||||
**Listing 10.3**\
|
||||
(Division: code recursive\
|
||||
Euclid’s algorithm)
|
||||
Euclid's algorithm)
|
||||
|
||||
20\
|
||||
(33%)
|
||||
|
|
@ -106,7 +106,7 @@ Integer pairs for which to find GCD
|
|||
(0.12%)
|
||||
|
||||
**Listing 10.4**\
|
||||
(C version of data recursive Euclid’s algorithm; normal optimization)
|
||||
(C version of data recursive Euclid's algorithm; normal optimization)
|
||||
|
||||
12\
|
||||
(20%)
|
||||
|
|
@ -142,7 +142,7 @@ Integer pairs for which to find GCD
|
|||
(0.05%)
|
||||
|
||||
**Listing 10.5**\
|
||||
(Assembly version of data recursive Euclid’s algorithm)
|
||||
(Assembly version of data recursive Euclid's algorithm)
|
||||
|
||||
10\
|
||||
(17%)
|
||||
|
|
@ -200,7 +200,7 @@ Table 10.1 Performance of GCD algorithm implementations.
|
|||
|
||||
#### Wasted Breakthroughs {#Heading5}
|
||||
|
||||
Sedgewick’s first solution to the GCD problem was pretty much the one I
|
||||
Sedgewick's first solution to the GCD problem was pretty much the one I
|
||||
came up with. He then pointed out that the GCD of iL and iS is the same
|
||||
as the GCD of iL-iS and iS. This was obvious (once Sedgewick pointed it
|
||||
out); by the very nature of division, any number that divides iL evenly
|
||||
|
|
@ -213,13 +213,13 @@ in Listing 10.2.
|
|||
/* Finds and returns the greatest common divisor of two positive
|
||||
integers. Works by subtracting the smaller integer from the
|
||||
larger integer until either the values match (in which case
|
||||
that’s the gcd), or the larger integer becomes the smaller of
|
||||
that's the gcd), or the larger integer becomes the smaller of
|
||||
the two, in which case the two integers swap roles and the
|
||||
subtraction process continues. */
|
||||
|
||||
unsigned int gcd(unsigned int int1, unsigned int int2) {
|
||||
unsigned int temp;
|
||||
/* If the two integers are the same, that’s the gcd and we’re
|
||||
/* If the two integers are the same, that's the gcd and we're
|
||||
done */
|
||||
if (int1 == int2) {
|
||||
return(int1);
|
||||
|
|
|
|||
44
10-03.md
44
10-03.md
|
|
@ -3,22 +3,22 @@
|
|||
------------------------ --------------------------------- --------------------
|
||||
|
||||
Listing 10.2 repeatedly subtracts iS from iL until iL becomes less than
|
||||
or equal to iS. If iL becomes equal to iS, then that’s the GCD;
|
||||
or equal to iS. If iL becomes equal to iS, then that's the GCD;
|
||||
alternatively, if iL becomes *less* than iS, iL and iS switch values,
|
||||
and the process is repeated, as shown in Figure 10.2. The number of
|
||||
iterations this approach requires relative to Listing 10.1 depends
|
||||
heavily on the values of iL and iS, so it’s not always faster, but, as
|
||||
heavily on the values of iL and iS, so it's not always faster, but, as
|
||||
Table 10.1 indicates, Listing 10.2 is generally much better code.
|
||||
|
||||
\
|
||||
**Figure 10.2** *Using repeated subtraction algorithm to find a GCD.*
|
||||
|
||||
Listing 10.2 is a far graver misstep than Listing 10.1, for all that
|
||||
it’s faster. Listing 10.1 is obviously a hacked-up, brute-force
|
||||
it's faster. Listing 10.1 is obviously a hacked-up, brute-force
|
||||
approach; no one could mistake it for anything else. It could be speeded
|
||||
up in any of a number of ways with a little thought. (Simply skipping
|
||||
testing all the divisors between iS and iS/2, not inclusive, would cut
|
||||
the worst-case time in half, for example; that’s not a particularly
|
||||
the worst-case time in half, for example; that's not a particularly
|
||||
*good* optimization, but it illustrates how easily Listing 10.1 can be
|
||||
improved.) Listing 10.1 is a hack job, crying out for inspiration.
|
||||
|
||||
|
|
@ -26,20 +26,20 @@ Listing 10.2, on the other hand, has gotten the inspiration—and largely
|
|||
wasted it through haste. Had Sedgewick not told me otherwise, I might
|
||||
well have assumed that Listing 10.2 was optimized, a mistake I would
|
||||
never have made with Listing 10.1. I experienced a conceptual
|
||||
breakthrough when I understood Sedgewick’s point: A smaller number can
|
||||
breakthrough when I understood Sedgewick's point: A smaller number can
|
||||
be subtracted from a larger number without affecting their GCD, thereby
|
||||
inexpensively reducing the scale of the problem. And, in my hurry to
|
||||
make this breakthrough reality, I missed its full scope. As Sedgewick
|
||||
says on the very next page, the number that one gets by subtracting iS
|
||||
from iL until iL is less than iS is precisely the same as the remainder
|
||||
that one gets by dividing iL by iS—again, this is inherent in the nature
|
||||
of division—and *that* is the basis for Euclid’s algorithm, shown in
|
||||
Figure 10.3. Listing 10.3 is an implementation of Euclid’s algorithm.
|
||||
of division—and *that* is the basis for Euclid's algorithm, shown in
|
||||
Figure 10.3. Listing 10.3 is an implementation of Euclid's algorithm.
|
||||
|
||||
**LISTING 10.3 L10-3.C**
|
||||
|
||||
/* Finds and returns the greatest common divisor of two integers.
|
||||
Uses Euclid’s algorithm: divides the larger integer by the
|
||||
Uses Euclid's algorithm: divides the larger integer by the
|
||||
smaller; if the remainder is 0, the smaller integer is the GCD,
|
||||
otherwise the smaller integer becomes the larger integer, the
|
||||
remainder becomes the smaller integer, and the process is
|
||||
|
|
@ -49,7 +49,7 @@ Figure 10.3. Listing 10.3 is an implementation of Euclid’s algorithm.
|
|||
|
||||
unsigned int gcd(unsigned int int1, unsigned int int2) {
|
||||
unsigned int temp;
|
||||
/* If the two integers are the same, that’s the GCD and we’re
|
||||
/* If the two integers are the same, that's the GCD and we're
|
||||
done */
|
||||
if (int1 == int2) {
|
||||
return(int1);
|
||||
|
|
@ -82,32 +82,32 @@ Figure 10.3. Listing 10.3 is an implementation of Euclid’s algorithm.
|
|||
return(gcd_recurs(smaller_int, temp));
|
||||
}
|
||||
|
||||
As you can see from Table 10.1, Euclid’s algorithm is superior,
|
||||
As you can see from Table 10.1, Euclid's algorithm is superior,
|
||||
especially for large numbers (and imagine if we were working with large
|
||||
*longs!*).
|
||||
|
||||
------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *Had I been implementing GCD determination without Sedgewick’s help, I would surely not have settled for Listing 10.1—but I might well have ended up with Listing 10.2 in my enthusiasm over the “brilliant” discovery of subtracting the lesser Using Euclid’s algorithm to find a GCD number from the greater. In a commercial product, my lack of patience and discipline could have been costly indeed.*
|
||||
 *Had I been implementing GCD determination without Sedgewick's help, I would surely not have settled for Listing 10.1—but I might well have ended up with Listing 10.2 in my enthusiasm over the "brilliant" discovery of subtracting the lesser Using Euclid's algorithm to find a GCD number from the greater. In a commercial product, my lack of patience and discipline could have been costly indeed.*
|
||||
------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
\
|
||||
**Figure 10.3** *Using Euclid’s algorithm to find a GCD.*
|
||||
**Figure 10.3** *Using Euclid's algorithm to find a GCD.*
|
||||
|
||||
Give your mind time and space to wander around the edges of important
|
||||
programming problems before you settle on any one approach. I titled
|
||||
this book’s first chapter “The Best Optimizer Is between Your Ears,” and
|
||||
that’s still true; what’s even more true is that the optimizer between
|
||||
this book's first chapter "The Best Optimizer Is between Your Ears," and
|
||||
that's still true; what's even more true is that the optimizer between
|
||||
your ears does its best work not at the implementation stage, but at the
|
||||
very beginning, when you try to imagine how what you want to do and what
|
||||
a computer is capable of doing can best be brought together.
|
||||
|
||||
### Recursion {#Heading6}
|
||||
|
||||
Euclid’s algorithm lends itself to recursion beautifully, so much so
|
||||
Euclid's algorithm lends itself to recursion beautifully, so much so
|
||||
that an implementation like Listing 10.3 comes almost without thought.
|
||||
Again, though, take a moment to stop and consider what’s really going
|
||||
on, at the assembly language level, in Listing 10.3. There’s recursion
|
||||
and then there’s recursion; code recursion and data recursion, to be
|
||||
Again, though, take a moment to stop and consider what's really going
|
||||
on, at the assembly language level, in Listing 10.3. There's recursion
|
||||
and then there's recursion; code recursion and data recursion, to be
|
||||
exact. Listing 10.3 is code recursion—recursion through calls—the sort
|
||||
most often used because it is conceptually simplest. However, code
|
||||
recursion tends to be slow because it pushes parameters and calls a
|
||||
|
|
@ -120,7 +120,7 @@ recursive operations that Listing 10.3 does.
|
|||
**LISTING 10.4 L10-4.C**
|
||||
|
||||
/* Finds and returns the greatest common divisor of two integers.
|
||||
Uses Euclid’s algorithm: divides the larger integer by the
|
||||
Uses Euclid's algorithm: divides the larger integer by the
|
||||
smaller; if the remainder is 0, the smaller integer is the GCD,
|
||||
otherwise the smaller integer becomes the larger integer, the
|
||||
remainder becomes the smaller integer, and the process is
|
||||
|
|
@ -136,7 +136,7 @@ recursive operations that Listing 10.3 does.
|
|||
int2 = temp;
|
||||
}
|
||||
/* Now loop, dividing int1 by int2 and checking the remainder,
|
||||
until the remainder is 0. At each step, if the remainder isn’t
|
||||
until the remainder is 0. At each step, if the remainder isn't
|
||||
0, assign int2 to int1, and the remainder to int2, then
|
||||
repeat */
|
||||
for (;;) {
|
||||
|
|
@ -154,9 +154,9 @@ recursive operations that Listing 10.3 does.
|
|||
|
||||
#### Patient Optimization {#Heading7}
|
||||
|
||||
At long last, we’re ready to optimize GCD determination in the classic
|
||||
At long last, we're ready to optimize GCD determination in the classic
|
||||
sense. Table 10.1 shows the performance of Listing 10.4 with and without
|
||||
Microsoft C/C++’s maximum optimization, and also shows the performance
|
||||
Microsoft C/C++'s maximum optimization, and also shows the performance
|
||||
of Listing 10.5, an assembly language version of Listing 10.4. Sure, the
|
||||
optimized versions are faster than the unoptimized version of Listing
|
||||
10.4—but the gains are small compared to those realized from the
|
||||
|
|
|
|||
28
10-04.md
28
10-04.md
|
|
@ -5,7 +5,7 @@
|
|||
**LISTING 10.5 L10-5.ASM**
|
||||
|
||||
; Finds and returns the greatest common divisor of two integers.
|
||||
; Uses Euclid’s algorithm: divides the larger integer by the
|
||||
; Uses Euclid's algorithm: divides the larger integer by the
|
||||
; smaller; if the remainder is 0, the smaller integer is the GCD,
|
||||
; otherwise the smaller integer becomes the larger integer, the
|
||||
; remainder becomes the smaller integer, and the process is
|
||||
|
|
@ -29,21 +29,21 @@
|
|||
public _gcd
|
||||
align 2
|
||||
_gcd proc near
|
||||
push bp ;preserve caller’s stack frame
|
||||
push bp ;preserve caller's stack frame
|
||||
mov bp,sp ;set up our stack frame
|
||||
push si ;preserve caller’s register variables
|
||||
push si ;preserve caller's register variables
|
||||
push di
|
||||
|
||||
;Swap if necessary to make sure that int1 >= int2
|
||||
mov ax,int1[bp]
|
||||
mov bx,int2[bp]
|
||||
cmp ax,bx ;is int1 >= int2?
|
||||
jnb IntsSet ;yes, so we’re all set
|
||||
jnb IntsSet ;yes, so we're all set
|
||||
xchg ax,bx ;no, so swap int1 and int2
|
||||
IntsSet:
|
||||
|
||||
; Now loop, dividing int1 by int2 and checking the remainder, until
|
||||
; the remainder is 0. At each step, if the remainder isn’t 0, assign
|
||||
; the remainder is 0. At each step, if the remainder isn't 0, assign
|
||||
; int2 to int1, and the remainder to int2, then repeat.
|
||||
GCDLoop:
|
||||
;if the remainder of int1 divided by
|
||||
|
|
@ -85,18 +85,18 @@
|
|||
align2
|
||||
Done:
|
||||
mov ax,bx ;return the GCD
|
||||
pop di ;restore caller’s register variables
|
||||
pop di ;restore caller's register variables
|
||||
pop si
|
||||
pop bp ;restore caller’s stack frame
|
||||
pop bp ;restore caller's stack frame
|
||||
ret
|
||||
_gcd endp
|
||||
end
|
||||
|
||||
Assembly language optimization is pattern matching on a local scale.
|
||||
Frankly, it’s also the sort of boring, brute-force work that people are
|
||||
Frankly, it's also the sort of boring, brute-force work that people are
|
||||
lousy at; compilers could out-optimize you at this level with one pass
|
||||
tied behind their back *if* they knew as much about the code you’re
|
||||
writing as you do, which they don’t.
|
||||
tied behind their back *if* they knew as much about the code you're
|
||||
writing as you do, which they don't.
|
||||
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *Design optimization—conceptual breakthroughs in understanding the relationships between the needs of an application, the nature of the data the application works with, and what the computer can do—is global pattern matching.*
|
||||
|
|
@ -106,7 +106,7 @@ Computers are *much* worse at that sort of pattern matching than humans;
|
|||
computers have no way to integrate vast amounts of disparate
|
||||
information, much of it only vaguely defined or subject to change.
|
||||
People, oddly enough, are *better* at global optimization than at local
|
||||
optimization. For one thing, it’s more interesting. For another, it’s
|
||||
optimization. For one thing, it's more interesting. For another, it's
|
||||
complex and imprecise enough to allow intuition and inspiration, two
|
||||
vastly underrated programming tools, to come to the fore. And, as I
|
||||
pointed out earlier, people tend to perform instantaneous solutions to
|
||||
|
|
@ -122,12 +122,12 @@ job is to give your pattern matcher the opportunity to get to know each
|
|||
problem and run through it two or three times, from different angles, to
|
||||
see what unexpected solutions it can come up with.
|
||||
|
||||
Pull back the reins a little. Don’t measure progress by lines of code
|
||||
Pull back the reins a little. Don't measure progress by lines of code
|
||||
written today; measure it instead by overall progress and by quality.
|
||||
Relax and listen to that quiet inner voice that provides the real
|
||||
breakthroughs. Stop, look, listen—and think. Not only will you find that
|
||||
it’s a more productive and creative way to program—but you’ll also find
|
||||
that it’s more fun.
|
||||
it's a more productive and creative way to program—but you'll also find
|
||||
that it's more fun.
|
||||
|
||||
And think what you could do with all those extra computer years!
|
||||
|
||||
|
|
|
|||
50
11-01.md
50
11-01.md
|
|
@ -22,7 +22,7 @@ architecture, to a greater degree than you might expect, for the x86
|
|||
family came into full maturity with the 386; the 486 and the Pentium are
|
||||
really nothing more than faster 386s, with very little in the way of new
|
||||
functionality. In contrast, the 286 added a number of instructions,
|
||||
respectable performance, and protected mode to the 8088’s capabilities,
|
||||
respectable performance, and protected mode to the 8088's capabilities,
|
||||
and the 386 added more instructions and a whole new set of addressing
|
||||
modes, and brought the x86 family into the 32-bit world that represents
|
||||
the future (and, increasingly, the present) of personal computing. This
|
||||
|
|
@ -41,34 +41,34 @@ numerous permutations of the 486, and now the Pentium—really matter.
|
|||
|
||||
The 8088 is now all but extinct in the PC arena. The 8086 was used
|
||||
fairly widely for a while, but has now all but disappeared. The 80186
|
||||
and 80188 never really caught on for use in PC and don’t require further
|
||||
and 80188 never really caught on for use in PC and don't require further
|
||||
discussion.
|
||||
|
||||
That leaves us with the high-end chips: the 286, the 386SX, the 386, the
|
||||
486, and the Pentium. At this writing, the 386SX is fast going the way
|
||||
of the 8088; people are realizing that its relatively small cost
|
||||
advantage over the 386 isn’t enough to offset its relatively large
|
||||
advantage over the 386 isn't enough to offset its relatively large
|
||||
performance disadvantage. After all, the 386SX suffers from the same
|
||||
debilitating problem that looms over the 8088—a too-small bus.
|
||||
Internally, the 386SX is a 32-bit processor, but externally, it’s a
|
||||
Internally, the 386SX is a 32-bit processor, but externally, it's a
|
||||
16-bit processor, a non-optimal architecture, especially for 32-bit
|
||||
code.
|
||||
|
||||
I’m not going to discuss the 386SX in detail. If you do find yourself
|
||||
I'm not going to discuss the 386SX in detail. If you do find yourself
|
||||
programming for the 386SX, follow the same general rules you should
|
||||
follow for the 8088: use short instructions, use the registers as
|
||||
heavily as possible, and don’t branch. In other words, avoid memory,
|
||||
heavily as possible, and don't branch. In other words, avoid memory,
|
||||
since the 386SX is by definition better at processing data internally
|
||||
than it is at accessing memory.
|
||||
|
||||
The 486 is a world unto itself for the purposes of optimization, and the
|
||||
Pentium is a *universe* unto itself. We’ll treat them separately in
|
||||
Pentium is a *universe* unto itself. We'll treat them separately in
|
||||
later chapters.
|
||||
|
||||
This leaves us with just two processors: the 286 and the 386. Each was
|
||||
*the* PC standard in its day. The 286 is no longer used in new systems,
|
||||
but there are millions of 286-based systems still in daily use. The 386
|
||||
is still being used in new systems, although it’s on the downhill leg of
|
||||
is still being used in new systems, although it's on the downhill leg of
|
||||
its lifespan, and it is in even wider use than the 286. The future
|
||||
clearly belongs to the 486 and Pentium, but the 286 and 386 are still
|
||||
very much a part of the present-day landscape.
|
||||
|
|
@ -78,16 +78,16 @@ very much a part of the present-day landscape.
|
|||
Apart from vastly improved performance, the biggest difference between
|
||||
the 8088 and the 286 and 386 (as well as the later Intel CPUs) is that
|
||||
the 286 introduced protected mode, and the 386 greatly expanded the
|
||||
capabilities of protected mode. We’re only going to talk about real-mode
|
||||
capabilities of protected mode. We're only going to talk about real-mode
|
||||
operation of the 286 and 386 in this book, however. Protected mode
|
||||
offers a whole new memory management scheme, one that isn’t supported by
|
||||
offers a whole new memory management scheme, one that isn't supported by
|
||||
the 8088. Only code specifically written for protected mode can run in
|
||||
that mode; it’s an alien and hostile environment for MS-DOS programs.
|
||||
that mode; it's an alien and hostile environment for MS-DOS programs.
|
||||
|
||||
In particular, segments are different creatures in protected mode.
|
||||
They’re *selectors*—indexes into a table of segment descriptors—rather
|
||||
than plain old registers, and can’t be set to arbitrary values. That
|
||||
means that segments can’t be used for temporary storage or as part of a
|
||||
They're *selectors*—indexes into a table of segment descriptors—rather
|
||||
than plain old registers, and can't be set to arbitrary values. That
|
||||
means that segments can't be used for temporary storage or as part of a
|
||||
fast indivisible 32-bit load from memory, as in
|
||||
|
||||
les ax,dword ptr [LongVar]
|
||||
|
|
@ -111,37 +111,37 @@ any one program may depend far less on code quality than on how
|
|||
efficiently the program uses operating system services and how often and
|
||||
under what circumstances the operating system preempts the program.
|
||||
Protected mode programs are often mostly collections of operating system
|
||||
calls, and the performance of whatever code *isn’t* operating-system
|
||||
calls, and the performance of whatever code *isn't* operating-system
|
||||
oriented may depend primarily on how large a time slice the operating
|
||||
system gives that code to run in.
|
||||
|
||||
In short, taken as a whole, protected mode programming is a different
|
||||
kettle of fish altogether from what I’ve been describing in this book.
|
||||
There’s certainly a knack to optimizing specifically for protected mode
|
||||
under a given operating system...but it’s not what we’ve been learning,
|
||||
kettle of fish altogether from what I've been describing in this book.
|
||||
There's certainly a knack to optimizing specifically for protected mode
|
||||
under a given operating system...but it's not what we've been learning,
|
||||
and now is not the time to pursue it further. In general, though, the
|
||||
optimization strategies discussed in this book still hold true in
|
||||
protected mode; it’s just issues specific to protected mode or a
|
||||
particular operating system that we won’t discuss.
|
||||
protected mode; it's just issues specific to protected mode or a
|
||||
particular operating system that we won't discuss.
|
||||
|
||||
#### In the Lair of the Cycle-Eaters, Part II {#Heading5}
|
||||
|
||||
Under the programming interface, the 286 and 386 differ considerably
|
||||
from the 8088. Nonetheless, with one exception and one addition, the
|
||||
cycle-eaters remain much the same on computers built around the 286 and
|
||||
386. Next, we’ll review each of the familiar cycle-eaters I covered in
|
||||
Chapter 4 as they apply to the 286 and 386, and we’ll look at the new
|
||||
386. Next, we'll review each of the familiar cycle-eaters I covered in
|
||||
Chapter 4 as they apply to the 286 and 386, and we'll look at the new
|
||||
member of the gang, the data alignment cycle-eater.
|
||||
|
||||
The one cycle-eater that vanishes on the 286 and 386 is the 8-bit bus
|
||||
cycle-eater. The 286 is a 16-bit processor both internally and
|
||||
externally, and the 386 is a 32-bit processor both internally and
|
||||
externally, so the Execution Unit/Bus Interface Unit size mismatch that
|
||||
plagues the 8088 is eliminated. Consequently, there’s no longer any need
|
||||
plagues the 8088 is eliminated. Consequently, there's no longer any need
|
||||
to use byte-sized memory variables in preference to word-sized
|
||||
variables, at least so long as word-sized variables start at even
|
||||
addresses, as we’ll see shortly. On the other hand, access to byte-sized
|
||||
variables still isn’t any *slower* than access to word-sized variables,
|
||||
addresses, as we'll see shortly. On the other hand, access to byte-sized
|
||||
variables still isn't any *slower* than access to word-sized variables,
|
||||
so you can use whichever size suits a given task best.
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
|
|
|||
28
11-02.md
28
11-02.md
|
|
@ -10,12 +10,12 @@ have larger prefetch queues than the 8088 (6 bytes for the 286, 16 bytes
|
|||
for the 386) and can perform memory accesses, including instruction
|
||||
fetches, in far fewer cycles than the 8088.
|
||||
|
||||
However, the prefetch queue cycle-eater *doesn’t* vanish on either the
|
||||
However, the prefetch queue cycle-eater *doesn't* vanish on either the
|
||||
286 or the 386, for several reasons. For one thing, branching
|
||||
instructions still empty the prefetch queue, so instruction fetching
|
||||
still slows things down after most branches; when the prefetch queue is
|
||||
empty, it doesn’t much matter how big it is. (Even apart from emptying
|
||||
the prefetch queue, branches aren’t particularly fast on the 286 or the
|
||||
empty, it doesn't much matter how big it is. (Even apart from emptying
|
||||
the prefetch queue, branches aren't particularly fast on the 286 or the
|
||||
386, at a minimum of seven-plus cycles apiece. Avoid branching whenever
|
||||
possible.)
|
||||
|
||||
|
|
@ -52,8 +52,8 @@ with a 286 is fairly expensive, and memory that can keep up with a 386
|
|||
is *very* expensive. Instead, computer designers use alternative memory
|
||||
architectures that offer more performance for the dollar—but less
|
||||
performance overall—than zero-wait-state memory. (It *is* possible to
|
||||
build zero-wait-state systems for the 286 and 386; it’s just so
|
||||
expensive that it’s rarely done.)
|
||||
build zero-wait-state systems for the 286 and 386; it's just so
|
||||
expensive that it's rarely done.)
|
||||
|
||||
The IBM AT and true compatibles use one-wait-state memory (some AT
|
||||
clones use zero-wait-state memory, but such clones are less common than
|
||||
|
|
@ -62,7 +62,7 @@ systems—including high-speed caches, interleaved memory, and
|
|||
static-column RAM—that insert anywhere from 0 to about 5 wait states
|
||||
(and many more if 8 or 16-bit memory expansion cards are used); the
|
||||
exact number of wait states inserted at any given time depends on the
|
||||
interaction between the code being executed and the memory system it’s
|
||||
interaction between the code being executed and the memory system it's
|
||||
running on.
|
||||
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
|
@ -70,16 +70,16 @@ running on.
|
|||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
The many memory systems in use make it impossible for us to optimize for
|
||||
286/386 computers with the precision that’s possible on the 8088.
|
||||
286/386 computers with the precision that's possible on the 8088.
|
||||
Instead, we must write code that runs reasonably well under the varying
|
||||
conditions found in the 286/386 arena.
|
||||
|
||||
The wait states that occur on most accesses to system memory in 286 and
|
||||
386 computers mean that nearly every access to system memory—memory in
|
||||
the DOS’s normal 640K memory area—is slowed down. (Accesses in computers
|
||||
the DOS's normal 640K memory area—is slowed down. (Accesses in computers
|
||||
with high-speed caches may be wait-state-free if the desired data is
|
||||
already in the cache, but will certainly encounter wait states if the
|
||||
data isn’t cached; this phenomenon produces highly variable instruction
|
||||
data isn't cached; this phenomenon produces highly variable instruction
|
||||
execution times.) While this is our first encounter with system memory
|
||||
wait states, we have run into a wait-state cycle-eater before: the
|
||||
display adapter cycle-eater, which we discussed along with the other
|
||||
|
|
@ -104,14 +104,14 @@ Unit.
|
|||
And that, my friend, is unmistakably the prefetch queue cycle-eater. I
|
||||
might add that the prefetch queue cycle-eater is in rare good form in
|
||||
the above example: A 4-to-1 ratio of instruction fetch time to execution
|
||||
time is in a class with the best (or worst!) that’s found on the 8088.
|
||||
time is in a class with the best (or worst!) that's found on the 8088.
|
||||
|
||||
Let’s check out the prefetch queue cycle-eater in action. Listing 11.1
|
||||
Let's check out the prefetch queue cycle-eater in action. Listing 11.1
|
||||
times **MOV [WordVar],0**. The Zen timer reports that on a
|
||||
one-wait-state 10 MHz 286-based AT clone (the computer used for all
|
||||
tests in this chapter), Listing 11.1 runs in 1.27 µs per instruction.
|
||||
That’s 12.7 cycles per instruction, just as we calculated. (That extra
|
||||
seven-tenths of a cycle comes from DRAM refresh, which we’ll get to
|
||||
That's 12.7 cycles per instruction, just as we calculated. (That extra
|
||||
seven-tenths of a cycle comes from DRAM refresh, which we'll get to
|
||||
shortly.)
|
||||
|
||||
**LISTING 11.1 L11-1.ASM**
|
||||
|
|
@ -137,7 +137,7 @@ shortly.)
|
|||
call ZTimerOff
|
||||
|
||||
What does this mean? It means that, practically speaking, the 286 as
|
||||
used in the AT doesn’t have a 16-bit bus. From a performance
|
||||
used in the AT doesn't have a 16-bit bus. From a performance
|
||||
perspective, the 286 in an AT has two-thirds of a 16-bit bus (a 10.7-bit
|
||||
bus?), since every bus access on an AT takes 50 percent longer than it
|
||||
should. A 286 running at 10 MHz *should* be able to access memory at a
|
||||
|
|
|
|||
34
11-03.md
34
11-03.md
|
|
@ -6,7 +6,7 @@ In short, a close relative of our old friend the 8-bit bus
|
|||
cycle-eater—the system memory wait state cycle-eater—haunts us still on
|
||||
all but zero-wait-state 286 and 386 computers, and that means that the
|
||||
prefetch queue cycle-eater is alive and well. (The system memory wait
|
||||
state cycle-eater isn’t really a new cycle-eater, but rather a variant
|
||||
state cycle-eater isn't really a new cycle-eater, but rather a variant
|
||||
of the general wait state cycle-eater, of which the display adapter
|
||||
cycle-eater is yet another variant.) While the 286 in the AT can fetch
|
||||
instructions much faster than can the 8088 in the PC, it can execute
|
||||
|
|
@ -21,7 +21,7 @@ outrun even zero—5 cycles longer than the official execution time.)
|
|||
|
||||
To summarize:
|
||||
|
||||
- Memory-accessing instructions don’t run at their official speeds on
|
||||
- Memory-accessing instructions don't run at their official speeds on
|
||||
non-zero-wait-state 286/386 computers.
|
||||
- The prefetch queue cycle-eater reduces performance on 286/386
|
||||
computers, particularly when non-zero-wait-state memory is used.
|
||||
|
|
@ -31,21 +31,21 @@ To summarize:
|
|||
performance varies from one 286/386 computer to another, making
|
||||
precise optimization impossible.
|
||||
|
||||
What’s to be learned from all this? Several things:
|
||||
What's to be learned from all this? Several things:
|
||||
|
||||
- Keep your instructions short.
|
||||
- Keep it in the registers; avoid memory, since memory generally can’t
|
||||
- Keep it in the registers; avoid memory, since memory generally can't
|
||||
keep up with the processor.
|
||||
- Don’t jump.
|
||||
- Don't jump.
|
||||
|
||||
Of course, those are exactly the rules that apply to 8088 optimization
|
||||
as well. Isn’t it convenient that the same general rules apply across
|
||||
as well. Isn't it convenient that the same general rules apply across
|
||||
the board?
|
||||
|
||||
#### Data Alignment {#Heading7 align="center"}
|
||||
|
||||
Thanks to its 16-bit bus, the 286 can access word-sized memory variables
|
||||
just as fast as byte-sized variables. There’s a catch, however: That’s
|
||||
just as fast as byte-sized variables. There's a catch, however: That's
|
||||
only true for word-sized variables that start at even addresses. When
|
||||
the 286 is asked to perform a word-sized access starting at an odd
|
||||
address, it actually performs two separate accesses, each of which
|
||||
|
|
@ -62,20 +62,20 @@ address is easy to calculate: Two accesses take twice as long as one
|
|||
access.
|
||||
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *In other words, the effective capacity of the 286’s external data bus is* *halved* *when a word-sized access to an odd address is performed.*
|
||||
 *In other words, the effective capacity of the 286's external data bus is* *halved* *when a word-sized access to an odd address is performed.*
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
That, in a nutshell, is the data alignment cycle-eater, the one new
|
||||
cycle-eater of the 286 and 386. (The data alignment cycle-eater is a
|
||||
close relative of the 8088’s 8-bit bus cycle-eater, but since it behaves
|
||||
close relative of the 8088's 8-bit bus cycle-eater, but since it behaves
|
||||
differently—occurring only at odd addresses—and is avoided with a
|
||||
different workaround, we’ll consider it to be a new cycle-eater.)
|
||||
different workaround, we'll consider it to be a new cycle-eater.)
|
||||
|
||||
\
|
||||
**Figure 11.1** *The data alignment cycle-eater.*
|
||||
|
||||
The way to deal with the data alignment cycle-eater is straightforward:
|
||||
*Don’t perform word-sized accesses to odd addresses on the 286 if you
|
||||
*Don't perform word-sized accesses to odd addresses on the 286 if you
|
||||
can help it*. The easiest way to avoid the data alignment cycle-eater is
|
||||
to place the directive **EVEN** before each of your word-sized
|
||||
variables. **EVEN** forces the offset of the next byte assembled to be
|
||||
|
|
@ -85,7 +85,7 @@ by the 286 simply by preceding it with **EVEN**.
|
|||
|
||||
Listing 11.2, which accesses memory a word at a time with each word
|
||||
starting at an odd address, runs on a 10 MHz AT clone in 1.27 ms per
|
||||
repetition of **MOVSW**, or 0.64 ms per word-sized memory access. That’s
|
||||
repetition of **MOVSW**, or 0.64 ms per word-sized memory access. That's
|
||||
6-plus cycles per word-sized access, which breaks down to two separate
|
||||
memory accesses—3 cycles to access the high byte of each word and 3
|
||||
cycles to access the low byte of each word, the inevitable result of
|
||||
|
|
@ -115,7 +115,7 @@ refresh.
|
|||
On the other hand, Listing 11.3, which is exactly the same as Listing
|
||||
11.2 save that the memory accesses are word-aligned (start at even
|
||||
addresses), runs in 0.64 ms per repetition of **MOVSW**, or 0.32 µs per
|
||||
word-sized memory access. That’s 3 cycles per word-sized access—exactly
|
||||
word-sized memory access. That's 3 cycles per word-sized access—exactly
|
||||
twice as fast as the non-word-aligned accesses of Listing 11.2, just as
|
||||
we predicted.
|
||||
|
||||
|
|
@ -142,7 +142,7 @@ The data alignment cycle-eater has intriguing implications for speeding
|
|||
up 286/386 code. The expenditure of a little care and a few bytes to
|
||||
make sure that word-sized variables and memory blocks are word-aligned
|
||||
can literally double the performance of certain code running on the 286.
|
||||
Even if it doesn’t double performance, word alignment usually helps and
|
||||
Even if it doesn't double performance, word alignment usually helps and
|
||||
never hurts.
|
||||
|
||||
#### Code Alignment {#Heading8}
|
||||
|
|
@ -150,11 +150,11 @@ never hurts.
|
|||
Lack of word alignment can also interfere with instruction fetching on
|
||||
the 286, although not to the extent that it interferes with access to
|
||||
word-sized memory variables. The 286 prefetches instructions a word at a
|
||||
time; even if a given instruction doesn’t begin at an even address, the
|
||||
time; even if a given instruction doesn't begin at an even address, the
|
||||
286 simply fetches the first byte of that instruction at the same time
|
||||
that it fetches the last byte of the previous instruction, as shown in
|
||||
Figure 11.2, then separates the bytes internally. That means that in
|
||||
most cases, instructions run just as fast whether they’re word-aligned
|
||||
most cases, instructions run just as fast whether they're word-aligned
|
||||
or not.
|
||||
|
||||
There is, however, a non-word-alignment penalty on *branches* to odd
|
||||
|
|
@ -163,7 +163,7 @@ addresses. On a branch to an odd address, the 286 is only able to fetch
|
|||
shown in Figure 11.3. In other words, lack of word alignment of the
|
||||
target instruction for any branch effectively cuts the
|
||||
instruction-fetching power of the 286 in half for the first instruction
|
||||
fetch after that branch. While that may not sound like much, you’d be
|
||||
fetch after that branch. While that may not sound like much, you'd be
|
||||
surprised at what it can do to tight loops; in fact, a brief story is in
|
||||
order.
|
||||
|
||||
|
|
|
|||
36
11-04.md
36
11-04.md
|
|
@ -41,14 +41,14 @@ cycles per loop:
|
|||
call ZTimerOff
|
||||
|
||||
While word-aligning branch destinations can improve branching
|
||||
performance, it’s a nuisance and can increase code size a good deal, so
|
||||
it’s not worth doing in most code. Besides, **EVEN** inserts a **NOP**
|
||||
performance, it's a nuisance and can increase code size a good deal, so
|
||||
it's not worth doing in most code. Besides, **EVEN** inserts a **NOP**
|
||||
instruction if necessary, and the time required to execute a **NOP** can
|
||||
sometimes cancel the performance advantage of having a word-aligned
|
||||
branch destination.
|
||||
|
||||
------------------- -----------------------------------------------------------------------------------------------------------------
|
||||
 *Consequently, it’s best to word-align only those branch destinations that can be reached solely by branching.*
|
||||
 *Consequently, it's best to word-align only those branch destinations that can be reached solely by branching.*
|
||||
------------------- -----------------------------------------------------------------------------------------------------------------
|
||||
|
||||
I recommend that you only go out of your way to word-align the start
|
||||
|
|
@ -65,16 +65,16 @@ time-critical loops.
|
|||
|
||||
#### Alignment and the 386 {#Heading9 align="center"}
|
||||
|
||||
So far we’ve only discussed alignment as it pertains to the 286. What,
|
||||
So far we've only discussed alignment as it pertains to the 286. What,
|
||||
you may well ask, of the 386?
|
||||
|
||||
The 386 adds the issue of *doubleword* alignment (that is, alignment to
|
||||
addresses that are multiples of four.) The rule for the 386 is:
|
||||
Word-sized memory accesses should be word-aligned (it’s impossible for
|
||||
Word-sized memory accesses should be word-aligned (it's impossible for
|
||||
word-aligned word-sized accesses to cross doubleword boundaries), and
|
||||
doubleword-sized memory accesses should be doubleword-aligned. However,
|
||||
in real (as opposed to 32-bit protected) mode, doubleword-sized memory
|
||||
accesses are rare, so the simple word-alignment rule we’ve developed for
|
||||
accesses are rare, so the simple word-alignment rule we've developed for
|
||||
the 286 serves for the 386 in real mode as well.
|
||||
|
||||
As for code alignment...the subroutine-start word-alignment rule of the
|
||||
|
|
@ -99,7 +99,7 @@ the mouse. I know of a Forth programmer who vastly improved the
|
|||
performance of a complex application on the AT simply by forcing the
|
||||
Forth interpreter to maintain an even stack pointer at all times.
|
||||
|
||||
An interesting corollary to this rule is that you shouldn’t **INC SP**
|
||||
An interesting corollary to this rule is that you shouldn't **INC SP**
|
||||
twice to add 2, even though that takes fewer bytes than **ADD SP,2**.
|
||||
The stack pointer is odd between the first and second **INC**, so any
|
||||
interrupt occurring between the two instructions will be serviced more
|
||||
|
|
@ -112,7 +112,7 @@ slowly than it normally would. The same goes for decrementing twice; use
|
|||
|
||||
#### The DRAM Refresh Cycle-Eater: Still an Act of God {#Heading11 align="center"}
|
||||
|
||||
The DRAM refresh cycle-eater is the cycle-eater that’s least changed
|
||||
The DRAM refresh cycle-eater is the cycle-eater that's least changed
|
||||
from its 8088 form on the 286 and 386. In the AT, DRAM refresh uses a
|
||||
little over five percent of all available memory accesses, slightly less
|
||||
than it uses in the PC, but in the same ballpark. While the DRAM refresh
|
||||
|
|
@ -123,16 +123,16 @@ generally suffer less from DRAM refresh), the 5 percent figure is a good
|
|||
rule of thumb.
|
||||
|
||||
Basically, the effect of the DRAM refresh cycle-eater is pretty much the
|
||||
same throughout the PC-compatible world: fairly small, so it doesn’t
|
||||
greatly affect performance; unavoidable, so there’s no point in worrying
|
||||
same throughout the PC-compatible world: fairly small, so it doesn't
|
||||
greatly affect performance; unavoidable, so there's no point in worrying
|
||||
about it anyway; and a nuisance since it results in fractional cycle
|
||||
counts when using the Zen timer. Just as with the PC, a given code
|
||||
sequence on the AT can execute at varying speeds at different times as a
|
||||
result of the interaction between the code and DRAM refresh.
|
||||
|
||||
There’s nothing much new with DRAM refresh on 286/386 computers, then.
|
||||
Be aware of it, but don’t overly concern yourself—DRAM refresh is still
|
||||
an act of God, and there’s not a blessed thing you can do about it.
|
||||
There's nothing much new with DRAM refresh on 286/386 computers, then.
|
||||
Be aware of it, but don't overly concern yourself—DRAM refresh is still
|
||||
an act of God, and there's not a blessed thing you can do about it.
|
||||
Happily, the internal caches of the 486 and Pentium make DRAM refresh
|
||||
largely a performance non-issue on those processors.
|
||||
|
||||
|
|
@ -140,8 +140,8 @@ largely a performance non-issue on those processors.
|
|||
|
||||
Finally we come to the last of the cycle-eaters, the display adapter
|
||||
cycle-eater. There are two ways of looking at this cycle-eater on
|
||||
286/386 computers: (1) It’s much worse than it was on the PC, or (2)
|
||||
it’s just about the same as it was on the PC.
|
||||
286/386 computers: (1) It's much worse than it was on the PC, or (2)
|
||||
it's just about the same as it was on the PC.
|
||||
|
||||
Either way, the display adapter cycle-eater is extremely bad news on
|
||||
286/386 computers and on 486s and Pentiums as well. In fact, this
|
||||
|
|
@ -149,14 +149,14 @@ cycle-eater on those systems is largely responsible for the popularity
|
|||
of VESA local bus (VLB).
|
||||
|
||||
The two ways of looking at the display adapter cycle-eater on 286/386
|
||||
computers are actually the same. As you’ll recall from my earlier
|
||||
computers are actually the same. As you'll recall from my earlier
|
||||
discussion of the matter in Chapter 4, display adapters offer only a
|
||||
limited number of accesses to display memory during any given period of
|
||||
time. The 8088 is capable of making use of most but not all of those
|
||||
slots with **REP MOVSW**, so the number of memory accesses allowed by a
|
||||
display adapter such as a standard VGA is reasonably well-matched to an
|
||||
8088’s memory access speed. Granted, access to a VGA slows the 8088 down
|
||||
considerably—but, as we’re about to find out, “considerably” is a
|
||||
8088's memory access speed. Granted, access to a VGA slows the 8088 down
|
||||
considerably—but, as we're about to find out, "considerably" is a
|
||||
relative term. What a VGA does to PC performance is nothing compared to
|
||||
what it does to faster computers.
|
||||
|
||||
|
|
|
|||
42
11-05.md
42
11-05.md
|
|
@ -10,8 +10,8 @@ anything but ideal for a 286. For one thing, most display adapters are
|
|||
8-bit devices, although newer adapters are 16-bit in nature. One
|
||||
consequence of that is that only 1 byte can be read or written per
|
||||
access to display memory; word-sized accesses to 8-bit devices are
|
||||
automatically split into 2 separate byte-sized accesses by the AT’s bus.
|
||||
Another consequence is that accesses are simply slower; the AT’s bus
|
||||
automatically split into 2 separate byte-sized accesses by the AT's bus.
|
||||
Another consequence is that accesses are simply slower; the AT's bus
|
||||
inserts additional wait states on accesses to 8-bit devices since it
|
||||
must assume that such devices were designed for PCs and may not run
|
||||
reliably at AT speeds.
|
||||
|
|
@ -25,9 +25,9 @@ it this way: If **REP MOVSW** on a PC can use more than half of all
|
|||
available accesses to display memory, then how much faster can code
|
||||
running on a 286 or 386 possibly run when accessing display memory?
|
||||
|
||||
That’s right—less than twice as fast.
|
||||
That's right—less than twice as fast.
|
||||
|
||||
In other words, instructions that access display memory won’t run a
|
||||
In other words, instructions that access display memory won't run a
|
||||
whole lot faster on ATs and faster computers than they do on PCs. That
|
||||
explains one of the two viewpoints expressed at the beginning of this
|
||||
section: The display adapter cycle-eater is just about the same on
|
||||
|
|
@ -40,7 +40,7 @@ performance of instructions that access display memory to the *maximum*
|
|||
performance of those instructions. Instructions that access display
|
||||
memory receive many more wait states when running on a 286 than they do
|
||||
on an 8088. Why? While the 286 is capable of accessing memory much more
|
||||
often than the 8088, we’ve seen that the frequency of access to display
|
||||
often than the 8088, we've seen that the frequency of access to display
|
||||
memory is determined not by processor speed but by the display adapter
|
||||
itself. As a result, both processors are actually allowed just about the
|
||||
same maximum number of accesses to display memory in any given time. By
|
||||
|
|
@ -50,19 +50,19 @@ the 8088.
|
|||
And that explains the second viewpoint expressed above regarding the
|
||||
display adapter cycle-eater vis-a-vis the 286 and 386. The display
|
||||
adapter cycle-eater, as measured in cycles lost to wait states, is
|
||||
indeed much worse on AT-class computers than it is on the PC, and it’s
|
||||
indeed much worse on AT-class computers than it is on the PC, and it's
|
||||
worse still on more powerful computers.
|
||||
|
||||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *How bad is the display adapter cycle-eater on an AT? It’s this bad: Based on my (not inconsiderable) experience in timing display adapter access, I’ve found that the display adapter cycle-eater can slow an AT—or even a 386 computer—to near-PC speeds when display memory is accessed.*
|
||||
 *How bad is the display adapter cycle-eater on an AT? It's this bad: Based on my (not inconsiderable) experience in timing display adapter access, I've found that the display adapter cycle-eater can slow an AT—or even a 386 computer—to near-PC speeds when display memory is accessed.*
|
||||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
I know that’s hard to believe, but the display adapter cycle-eater gives
|
||||
I know that's hard to believe, but the display adapter cycle-eater gives
|
||||
out just so many display memory accesses in a given time, and no more,
|
||||
no matter how fast the processor is. In fact, the faster the processor,
|
||||
the more the display adapter cycle-eater hurts the performance of
|
||||
instructions that access display memory. The display adapter cycle-eater
|
||||
is not only still present in 286/386 computers, it’s worse than ever.
|
||||
is not only still present in 286/386 computers, it's worse than ever.
|
||||
|
||||
What can we do about this new, more virulent form of the display adapter
|
||||
cycle-eater? The workaround is the same as it was on the PC: Access
|
||||
|
|
@ -73,15 +73,15 @@ display memory as little as you possibly can.
|
|||
The 286 and 386 offer a number of new instructions. The 286 has a
|
||||
relatively small number of instructions that the 8088 lacks, while the
|
||||
386 has those instructions and quite a few more, along with new
|
||||
addressing modes and data sizes. We’ll discuss the 286 and the 386
|
||||
addressing modes and data sizes. We'll discuss the 286 and the 386
|
||||
separately in this regard.
|
||||
|
||||
The 286 has a number of instructions designed for protected-mode
|
||||
operations. As I’ve said, we’re not going to discuss protected mode in
|
||||
operations. As I've said, we're not going to discuss protected mode in
|
||||
this book; in any case, protected-mode instructions are generally used
|
||||
only by operating systems. (I should mention that the 286’s protected
|
||||
only by operating systems. (I should mention that the 286's protected
|
||||
mode brings with it the ability to address 16 MB of memory, a
|
||||
considerable improvement over the 8088’s 1 MB. In real mode, however,
|
||||
considerable improvement over the 8088's 1 MB. In real mode, however,
|
||||
programs are still limited to 1 MB of addressable memory on the 286. In
|
||||
either mode, each segment is still limited to 64K.)
|
||||
|
||||
|
|
@ -104,7 +104,7 @@ constant number of bits.
|
|||
#### New Instructions and Features: The 386 {#Heading14}
|
||||
|
||||
The 386 is somewhat more complex than the 286 regarding new features.
|
||||
Once again, we won’t discuss protected mode, which on the 386 comes with
|
||||
Once again, we won't discuss protected mode, which on the 386 comes with
|
||||
the ability to address up to 4 gigabytes per segment and 64 terabytes in
|
||||
all. In real mode (and in virtual-86 mode, which allows the 386 to
|
||||
multitask MS-DOS applications, and which is identical to real mode so
|
||||
|
|
@ -112,10 +112,10 @@ far as MS-DOS programs are concerned), programs running on the 386 are
|
|||
still limited to 1 MB of addressable memory and 64K per segment.
|
||||
|
||||
The 386 has many new instructions, as well as new registers, addressing
|
||||
modes and data sizes that have trickled down from protected mode. Let’s
|
||||
modes and data sizes that have trickled down from protected mode. Let's
|
||||
take a quick look at these new real-mode features.
|
||||
|
||||
Even in real mode, it’s possible to access many of the 386’s new and
|
||||
Even in real mode, it's possible to access many of the 386's new and
|
||||
extended registers. Most of these registers are simply 32-bit extensions
|
||||
of the 16-bit registers of the 8088. For example, EAX is a 32-bit
|
||||
register containing AX as its lower 16 bits, EBX is a 32-bit register
|
||||
|
|
@ -125,15 +125,15 @@ segment registers: FS and GS.
|
|||
The 386 also comes with a slew of new real-mode instructions beyond
|
||||
those supported by the 8088 and 286. These instructions can scan data on
|
||||
a bit-by-bit basis, set the Carry flag to the value of a specified bit,
|
||||
sign-extend or zero-extend data as it’s moved, set a register or memory
|
||||
sign-extend or zero-extend data as it's moved, set a register or memory
|
||||
variable to 1 or 0 on the basis of any of the conditions that can be
|
||||
tested with conditional jumps, and more. (Again, beware: Many of these
|
||||
complex 386-specific instructions are slower than equivalent sequences
|
||||
of simple instructions on the 486 and especially on the Pentium.) What’s
|
||||
of simple instructions on the 486 and especially on the Pentium.) What's
|
||||
more, both old and new instructions support 32-bit operations on the
|
||||
386. For example, it’s relatively simple to copy data in chunks of 4
|
||||
bytes on a 386, even in real mode, by using the **MOVSD** (“move string
|
||||
double”) instruction, or to negate a 32-bit value with **NEG eax**.
|
||||
386. For example, it's relatively simple to copy data in chunks of 4
|
||||
bytes on a 386, even in real mode, by using the **MOVSD** ("move string
|
||||
double") instruction, or to negate a 32-bit value with **NEG eax**.
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
[Previous](11-04.html) [Table of Contents](index.html) [Next](11-06.html)
|
||||
|
|
|
|||
40
11-06.md
40
11-06.md
|
|
@ -2,32 +2,32 @@
|
|||
[Previous](11-05.html) [Table of Contents](index.html) [Next](11-07.html)
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
||||
Finally, it’s possible in real mode to use the 386’s new addressing
|
||||
Finally, it's possible in real mode to use the 386's new addressing
|
||||
modes, in which *any* 32-bit general-purpose register or pair of
|
||||
registers can be used to address memory. What’s more, multiplication of
|
||||
registers can be used to address memory. What's more, multiplication of
|
||||
memory-addressing registers by 2, 4, or 8 for look-ups in word,
|
||||
doubleword, or quadword tables can be built right into the memory
|
||||
addressing mode. (The 32-bit addressing modes are discussed further in
|
||||
later chapters.) In protected mode, these new addressing modes allow you
|
||||
to address a full 4 gigabytes per segment, but in real mode you’re still
|
||||
to address a full 4 gigabytes per segment, but in real mode you're still
|
||||
limited to 64K, even with 32-bit registers and the new addressing modes,
|
||||
unless you play some unorthodox tricks with the segment registers.
|
||||
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *Note well: Those tricks don’t necessarily work with system software such as Windows, so I’d recommend against using them. If you want 4-gigabyte segments, use a 32-bit environment such as Win32.*
|
||||
 *Note well: Those tricks don't necessarily work with system software such as Windows, so I'd recommend against using them. If you want 4-gigabyte segments, use a 32-bit environment such as Win32.*
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Optimization Rules: The More Things Change... {#Heading15 align="center"}
|
||||
|
||||
Let’s see what we’ve learned about 286/386 optimization. Mostly what
|
||||
we’ve learned is that our familiar PC cycle-eaters still apply, although
|
||||
Let's see what we've learned about 286/386 optimization. Mostly what
|
||||
we've learned is that our familiar PC cycle-eaters still apply, although
|
||||
in somewhat different forms, and that the major optimization rules for
|
||||
the PC hold true on ATs and 386-based computers. You won’t go wrong on
|
||||
the PC hold true on ATs and 386-based computers. You won't go wrong on
|
||||
any of these computers if you keep your instructions short, use the
|
||||
registers heavily and avoid memory, don’t branch, and avoid accessing
|
||||
registers heavily and avoid memory, don't branch, and avoid accessing
|
||||
display memory like the plague.
|
||||
|
||||
Although we haven’t touched on them, repeated string instructions are
|
||||
Although we haven't touched on them, repeated string instructions are
|
||||
still desirable on the 286 and 386 since they provide a great deal of
|
||||
functionality per instruction byte and eliminate both the prefetch queue
|
||||
cycle-eater and branching. However, string instructions are not quite so
|
||||
|
|
@ -35,8 +35,8 @@ spectacularly superior on the 286 and 386 as they are on the 8088 since
|
|||
non-string memory-accessing instructions have been speeded up
|
||||
considerably on the newer processors.
|
||||
|
||||
There’s one cycle-eater with new implications on the 286 and 386, and
|
||||
that’s the data alignment cycle-eater. From the data alignment
|
||||
There's one cycle-eater with new implications on the 286 and 386, and
|
||||
that's the data alignment cycle-eater. From the data alignment
|
||||
cycle-eater we get a new rule: Word-align your word-sized variables, and
|
||||
start your subroutines at even addresses.
|
||||
|
||||
|
|
@ -58,8 +58,8 @@ calculation time. Where an 8088 takes from 5 to 12 cycles to calculate
|
|||
an EA, a 286 or 386 usually takes no time whatsoever to perform the
|
||||
calculation. If a base+index+displacement addressing mode, such as **MOV
|
||||
AX,[WordArray+bx+si]**, is used on a 286 or 386, 1 cycle is taken to
|
||||
perform the EA calculation, but that’s both the worst case and the only
|
||||
case in which there’s any EA overhead at all.
|
||||
perform the EA calculation, but that's both the worst case and the only
|
||||
case in which there's any EA overhead at all.
|
||||
|
||||
The elimination of EA calculation time means that the EU execution time
|
||||
of memory-addressing instructions is much closer to the EU execution
|
||||
|
|
@ -69,10 +69,10 @@ time of register-only instructions. For instance, on the 8088 **ADD
|
|||
**ADD [WordVar],100H** is a 7-cycle instruction, while **ADD DX,100H**
|
||||
is a 3-cycle instruction—a ratio of just 2.3 to 1.
|
||||
|
||||
It would seem, then, that it’s less necessary to use the registers on
|
||||
the 286 than it was on the 8088, but that’s simply not the case, for
|
||||
reasons we’ve already seen. The key is this: The 286 can execute
|
||||
memory-addressing instructions so fast that there’s no spare instruction
|
||||
It would seem, then, that it's less necessary to use the registers on
|
||||
the 286 than it was on the 8088, but that's simply not the case, for
|
||||
reasons we've already seen. The key is this: The 286 can execute
|
||||
memory-addressing instructions so fast that there's no spare instruction
|
||||
prefetching time during those instructions, so the prefetch queue runs
|
||||
dry, especially on the AT, with its one-wait-state memory. On the AT,
|
||||
the 6-byte instruction **ADD [WordVar],100H** is effectively at least a
|
||||
|
|
@ -82,15 +82,15 @@ and write the result back to memory.
|
|||
|
||||
Granted, the register-only instruction **ADD DX,100H** also slows
|
||||
down—to 6 cycles—because of instruction prefetching, leaving a ratio of
|
||||
2.5 to 1. Now, however, let’s look at the performance of the same code
|
||||
2.5 to 1. Now, however, let's look at the performance of the same code
|
||||
on an 8088. The register-only code would run in 16 cycles (4 instruction
|
||||
bytes at 4 cycles per byte), while the memory-accessing code would run
|
||||
in 40 cycles (6 instruction bytes at 4 cycles per byte, plus 2
|
||||
word-sized memory accesses at 8 cycles per word). That’s a ratio of 2.5
|
||||
word-sized memory accesses at 8 cycles per word). That's a ratio of 2.5
|
||||
to 1, *exactly the same as on the 286*.
|
||||
|
||||
This is all theoretical. We put our trust not in theory but in actual
|
||||
performance, so let’s run this code through the Zen timer. On a PC,
|
||||
performance, so let's run this code through the Zen timer. On a PC,
|
||||
Listing 11.4, which performs register-only addition, runs in 3.62 ms,
|
||||
while Listing 11.5, which performs addition to a memory variable, runs
|
||||
in 10.05 ms. On a 10 MHz AT clone, Listing 11.4 runs in 0.64 ms, while
|
||||
|
|
|
|||
32
11-07.md
32
11-07.md
|
|
@ -24,7 +24,7 @@
|
|||
endm
|
||||
call ZTimerOff
|
||||
|
||||
What’s going on? Simply this: Instruction fetching is controlling
|
||||
What's going on? Simply this: Instruction fetching is controlling
|
||||
overall execution time on *both* processors. Both the 8088 in a PC and
|
||||
the 286 in an AT can execute the bytes of the instructions in Listings
|
||||
11.4 and 11.5 faster than they can be fetched. Since the instructions
|
||||
|
|
@ -44,13 +44,13 @@ memory-accessing instructions on the 286 and 386 are much faster
|
|||
Given the system wait states prevalent on 286 and 386 computers,
|
||||
however, the prefetch queue is likely to be empty quite a bit,
|
||||
especially when code consisting of instructions with short EU execution
|
||||
times is executed. Of course, that’s just the sort of code we’re likely
|
||||
to write when we’re optimizing, so the performance of high-speed code is
|
||||
times is executed. Of course, that's just the sort of code we're likely
|
||||
to write when we're optimizing, so the performance of high-speed code is
|
||||
more likely to be controlled by instruction size than by EU execution
|
||||
time on most 286 and 386 computers, just as it is on the PC.
|
||||
|
||||
All of which is just a way of saying that faster memory access and EA
|
||||
calculation notwithstanding, it’s just as desirable to keep instructions
|
||||
calculation notwithstanding, it's just as desirable to keep instructions
|
||||
short and memory accesses to a minimum on the 286 and 386 as it is on
|
||||
the 8088. And the way to do that is to use the registers as heavily as
|
||||
possible, use string instructions, use short forms of instructions, and
|
||||
|
|
@ -60,45 +60,45 @@ The more things change, the more they remain the same....
|
|||
|
||||
#### POPF and the 286 {#Heading17}
|
||||
|
||||
We’ve one final 286-related item to discuss: the hardware malfunction of
|
||||
We've one final 286-related item to discuss: the hardware malfunction of
|
||||
**POPF** under certain circumstances on the 286.
|
||||
|
||||
The problem is this: Sometimes **POPF** permits interrupts to occur when
|
||||
interrupts are initially off and the setting popped into the Interrupt
|
||||
flag from the stack keeps interrupts off. In other words, an interrupt
|
||||
can happen even though the Interrupt flag is never set to 1. Now, I
|
||||
don’t want to blow this particular bug out of proportion. It only causes
|
||||
don't want to blow this particular bug out of proportion. It only causes
|
||||
problems in code that cannot tolerate interrupts under any
|
||||
circumstances, and that’s a rare sort of code, especially in user
|
||||
circumstances, and that's a rare sort of code, especially in user
|
||||
programs. However, some code really does need to have interrupts
|
||||
absolutely disabled, with no chance of an interrupt sneaking through.
|
||||
For example, a critical portion of a disk BIOS might need to retrieve
|
||||
data from the disk controller the instant it becomes available; even a
|
||||
few hundred microseconds of delay could result in a sector’s worth of
|
||||
few hundred microseconds of delay could result in a sector's worth of
|
||||
data misread. In this case, one misplaced interrupt during a **POPF**
|
||||
could result in a trashed hard disk if that interrupt occurs while the
|
||||
disk BIOS is reading a sector of the File Allocation Table.
|
||||
|
||||
There is a workaround for the **POPF** bug. While the workaround is easy
|
||||
to use, it’s considerably slower than **POPF**, and costs a few bytes as
|
||||
well, so you won’t want to use it in code that can tolerate interrupts.
|
||||
to use, it's considerably slower than **POPF**, and costs a few bytes as
|
||||
well, so you won't want to use it in code that can tolerate interrupts.
|
||||
On the other hand, in code that truly cannot be interrupted, you should
|
||||
view those extra cycles and bytes as cheap insurance against mysterious
|
||||
and erratic program crashes.
|
||||
|
||||
One obvious reason to discuss the **POPF** workaround is that it’s
|
||||
One obvious reason to discuss the **POPF** workaround is that it's
|
||||
useful. Another reason is that the workaround is an excellent example of
|
||||
Zen-level assembly coding, in that there’s a well-defined goal to be
|
||||
Zen-level assembly coding, in that there's a well-defined goal to be
|
||||
achieved but no obvious way to do so. The goal is to reproduce the
|
||||
functionality of the **POPF** instruction without using **POPF**, and
|
||||
the place to start is by asking exactly what **POPF** does.
|
||||
|
||||
All **POPF** does is pop the word on top of the stack into the FLAGS
|
||||
register, as shown in Figure 11.4. How can we do that without **POPF**?
|
||||
Of course, the 286’s designers intended us to use **POPF** for this
|
||||
purpose, and didn’t intentionally provide any alternative approach, so
|
||||
we’ll have to devise an alternative approach of our own. To do that,
|
||||
we’ll have to search for instructions that contain some of the same
|
||||
Of course, the 286's designers intended us to use **POPF** for this
|
||||
purpose, and didn't intentionally provide any alternative approach, so
|
||||
we'll have to devise an alternative approach of our own. To do that,
|
||||
we'll have to search for instructions that contain some of the same
|
||||
functionality as **POPF**, in the hope that one of those instructions
|
||||
can be used in some way to replace **POPF**.
|
||||
|
||||
|
|
|
|||
32
11-08.md
32
11-08.md
|
|
@ -2,10 +2,10 @@
|
|||
[Previous](11-07.html) [Table of Contents](index.html) [Next](12-01.html)
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
||||
Well, there’s only one instruction other than **POPF** that loads the
|
||||
FLAGS register directly from the stack, and that’s **IRET**, which loads
|
||||
Well, there's only one instruction other than **POPF** that loads the
|
||||
FLAGS register directly from the stack, and that's **IRET**, which loads
|
||||
the FLAGS register from the stack as it branches, as shown in Figure
|
||||
11.5. iret has no known bugs of the sort that plague **POPF**, so it’s
|
||||
11.5. iret has no known bugs of the sort that plague **POPF**, so it's
|
||||
certainly a candidate to replace popf in non-interruptible applications.
|
||||
Unfortunately, **IRET** loads the FLAGS register with the *third* word
|
||||
down on the stack, not the word on top of the stack, as is the case with
|
||||
|
|
@ -14,13 +14,13 @@ between the top of the stack and the word popped into the FLAGS
|
|||
register.
|
||||
|
||||
Obviously, the segment:offset that **IRET** expects to find on the stack
|
||||
above the pushed flags isn’t present when the stack is set up for
|
||||
**POPF**, so we’ll have to adjust the stack a bit before we can
|
||||
substitute **IRET** for **POPF**. What we’ll have to do is push the
|
||||
above the pushed flags isn't present when the stack is set up for
|
||||
**POPF**, so we'll have to adjust the stack a bit before we can
|
||||
substitute **IRET** for **POPF**. What we'll have to do is push the
|
||||
segment:offset of the instruction after our workaround code onto the
|
||||
stack right above the pushed flags. **IRET** will then branch to that
|
||||
address and pop the flags, ending up at the instruction after the
|
||||
workaround code with the flags popped. That’s just the result that would
|
||||
workaround code with the flags popped. That's just the result that would
|
||||
have occurred had we executed **POPF**—WITH the bonus that no interrupts
|
||||
can accidentally occur when the Interrupt flag is 0 both before and
|
||||
after the pop.
|
||||
|
|
@ -32,7 +32,7 @@ How can we push the segment:offset of the next instruction? Well,
|
|||
finding the offset of the next instruction by performing a near call to
|
||||
that instruction is a tried-and-true trick. We can do something similar
|
||||
here, but in this case we need a far call, since **IRET** requires both
|
||||
a segment and an offset. We’ll also branch backward so that the address
|
||||
a segment and an offset. We'll also branch backward so that the address
|
||||
pushed on the stack will point to the instruction we want to continue
|
||||
with. The code works out like this:
|
||||
|
||||
|
|
@ -72,7 +72,7 @@ shrinking the workaround code by 1 byte:
|
|||
call popfiret
|
||||
endm
|
||||
|
||||
By the way, the flags can be popped much more quickly if you’re willing
|
||||
By the way, the flags can be popped much more quickly if you're willing
|
||||
to alter a register in the process. For example, the following macro
|
||||
emulates **POPF** with just one branch, but wipes out AX:
|
||||
|
||||
|
|
@ -83,11 +83,11 @@ emulates **POPF** with just one branch, but wipes out AX:
|
|||
iret
|
||||
endm
|
||||
|
||||
It’s not a perfect substitute for **POPF**, since **POPF** doesn’t alter
|
||||
any registers, but it’s faster and shorter than **EMULATE\_POPF** when
|
||||
you can spare the register. If you’re using 286-specific instructions,
|
||||
It's not a perfect substitute for **POPF**, since **POPF** doesn't alter
|
||||
any registers, but it's faster and shorter than **EMULATE\_POPF** when
|
||||
you can spare the register. If you're using 286-specific instructions,
|
||||
you can use which is shorter still, alters no registers, and branches
|
||||
just once. (Of course, this version of **EMULATE\_POPF** won’t work on
|
||||
just once. (Of course, this version of **EMULATE\_POPF** won't work on
|
||||
an 8088.)
|
||||
|
||||
.286
|
||||
|
|
@ -102,16 +102,16 @@ an 8088.)
|
|||
**Figure 11.6** *Workaround code for the POPF bug.*
|
||||
|
||||
The standard version of **EMULATE\_POPF** is 6 bytes longer than
|
||||
**POPF** and much slower, as you’d expect given that it involves three
|
||||
**POPF** and much slower, as you'd expect given that it involves three
|
||||
branches. Anyone in his/her right mind would prefer **POPF** to a
|
||||
larger, slower, three-branch macro—given a choice. In noncode, however,
|
||||
there’s no choice here; the safer—if slower—approach is the best.
|
||||
there's no choice here; the safer—if slower—approach is the best.
|
||||
(Having people associate your programs with crashed computers is *not* a
|
||||
desirable situation, no matter how unfair the circumstances under which
|
||||
it occurs.)
|
||||
|
||||
And now you know the nature of and the workaround for the **POPF** bug.
|
||||
Whether you ever need the workaround or not, it’s a neatly packaged
|
||||
Whether you ever need the workaround or not, it's a neatly packaged
|
||||
example of the tremendous flexibility of the x86 instruction set.
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
|
|
|||
62
12-01.md
62
12-01.md
|
|
@ -6,43 +6,43 @@ Chapter 12\
|
|||
Pushing the 486 {#Heading1}
|
||||
----------------
|
||||
|
||||
### It’s Not Just a Bigger 386 {#Heading2}
|
||||
### It's Not Just a Bigger 386 {#Heading2}
|
||||
|
||||
So this traveling salesman is walking down a road, and he sees a group
|
||||
of men digging a ditch with their bare hands. “Whoa, there!” he says.
|
||||
“What you guys need is a Model 8088 ditch digger!” And he whips out a
|
||||
of men digging a ditch with their bare hands. "Whoa, there!" he says.
|
||||
"What you guys need is a Model 8088 ditch digger!" And he whips out a
|
||||
trowel and sells it to them.
|
||||
|
||||
A few days later, he stops back around. They’re happy with the trowel,
|
||||
A few days later, he stops back around. They're happy with the trowel,
|
||||
but he sells them the latest ditch-digging technology, the Model 80286
|
||||
spade. That keeps them content until he stops by again with a Model
|
||||
80386 shovel (a full 32 inches wide, with a narrow point to emulate the
|
||||
trowel), and *that* holds them until he comes back around with what they
|
||||
really need: a Model 80486 bulldozer.
|
||||
|
||||
Having reached the top of the line, the salesman doesn’t pay them a call
|
||||
Having reached the top of the line, the salesman doesn't pay them a call
|
||||
for a while. When he does, not only are they none too friendly, but
|
||||
they’re digging with the 80386 shovel; the bulldozer is sitting off to
|
||||
one side. “Why on earth are you using that shovel?” the salesman asks.
|
||||
“Why aren’t you digging with the bulldozer?”
|
||||
they're digging with the 80386 shovel; the bulldozer is sitting off to
|
||||
one side. "Why on earth are you using that shovel?" the salesman asks.
|
||||
"Why aren't you digging with the bulldozer?"
|
||||
|
||||
“Well, Lord knows we tried,” says the foreman, “but it was all we could
|
||||
do just to lift the damn thing!”
|
||||
"Well, Lord knows we tried," says the foreman, "but it was all we could
|
||||
do just to lift the damn thing!"
|
||||
|
||||
Substitute “processor” for the various digging implements, and you get
|
||||
Substitute "processor" for the various digging implements, and you get
|
||||
an idea of just how different the optimization rules for the 486 are
|
||||
from what you’re used to. Okay, it’s not quite *that* bad—but upon
|
||||
from what you're used to. Okay, it's not quite *that* bad—but upon
|
||||
encountering a processor where string instructions are often to be
|
||||
avoided and memory-to-register **MOV**s are frequently as fast as
|
||||
register-to-register **MOV**s, Dorothy was heard to exclaim (before she
|
||||
sank out of sight in a swirl of hopelessly mixed metaphors), “I don’t
|
||||
think we’re in Kansas anymore, Toto.”
|
||||
sank out of sight in a swirl of hopelessly mixed metaphors), "I don't
|
||||
think we're in Kansas anymore, Toto."
|
||||
|
||||
#### Enter the 486 {#Heading3}
|
||||
|
||||
No chip that is a direct, fully compatible descendant of the 8088, 286,
|
||||
and 386 could ever be called a RISC chip, but the 486 certainly contains
|
||||
RISC elements, and it’s those elements that are most responsible for
|
||||
RISC elements, and it's those elements that are most responsible for
|
||||
making 486 optimization unique. Simple, common instructions are executed
|
||||
in a single cycle by a RISC-like core processor, but other instructions
|
||||
are executed pretty much as they were on the 386, where every
|
||||
|
|
@ -57,23 +57,23 @@ sometimes startling: **FMUL** (floating point multiply) is usually
|
|||
faster on the 486 than **IMUL** (integer multiply)!
|
||||
|
||||
An encyclopedic approach to 486 optimization would take a book all by
|
||||
itself, so in this chapter I’m only going to hit the highlights of 486
|
||||
itself, so in this chapter I'm only going to hit the highlights of 486
|
||||
optimization, touching on several optimization rules, some documented,
|
||||
some not. You might also want to check out the following sources of 486
|
||||
information: *i486 Microprocessor Programmer’s Reference Manual,* from
|
||||
Intel; “8086 Optimization: Aim Down the Middle and Pray,” in the March,
|
||||
1991 *Dr. Dobb’s Journal*; and “Peak Performance: On to the 486,” in the
|
||||
November, 1990 *Programmer’s Journal.*
|
||||
information: *i486 Microprocessor Programmer's Reference Manual,* from
|
||||
Intel; "8086 Optimization: Aim Down the Middle and Pray," in the March,
|
||||
1991 *Dr. Dobb's Journal*; and "Peak Performance: On to the 486," in the
|
||||
November, 1990 *Programmer's Journal.*
|
||||
|
||||
### Rules to Optimize By {#Heading4}
|
||||
|
||||
In Appendix G of the *i486 Microprocessor Programmer*’*s* *Reference
|
||||
In Appendix G of the *i486 Microprocessor Programmer*'*s* *Reference
|
||||
Manual*, Intel lists a number of optimization techniques for the 486.
|
||||
While neither exhaustive (we’ll look at two undocumented optimizations
|
||||
shortly) nor entirely accurate (we’ll correct two of the rules here),
|
||||
Intel’s list is certainly a good starting point. In particular, the list
|
||||
While neither exhaustive (we'll look at two undocumented optimizations
|
||||
shortly) nor entirely accurate (we'll correct two of the rules here),
|
||||
Intel's list is certainly a good starting point. In particular, the list
|
||||
conveys the extent to which 486 optimization differs from optimization
|
||||
for earlier x86 processors. Generally, I’ll be discussing optimization
|
||||
for earlier x86 processors. Generally, I'll be discussing optimization
|
||||
for real mode (it being the most widely used mode at the moment),
|
||||
although many of the rules should apply to protected mode as well.
|
||||
|
||||
|
|
@ -84,7 +84,7 @@ although many of the rules should apply to protected mode as well.
|
|||
In other words, for cached code (which time-critical code almost always
|
||||
is), performance is predictable and can be calculated with good
|
||||
precision, and those calculations will apply on any 486. However,
|
||||
“predictable” doesn’t mean “trivial”; the cycle times printed for the
|
||||
"predictable" doesn't mean "trivial"; the cycle times printed for the
|
||||
various instructions are not the whole story. You must be aware of all
|
||||
the rules, documented and undocumented, that go into calculating actual
|
||||
execution times—and uncovering some of those rules is exactly what this
|
||||
|
|
@ -95,15 +95,15 @@ chapter is about.
|
|||
Rule \#1: Avoid indexed addressing (that is, try not to use either two
|
||||
registers or scaled addressing to point to memory).
|
||||
|
||||
Intel cautions against using indexing to address memory because there’s
|
||||
a one-cycle penalty for indexed addressing. True enough—but “indexed
|
||||
addressing” might not mean what you expect.
|
||||
Intel cautions against using indexing to address memory because there's
|
||||
a one-cycle penalty for indexed addressing. True enough—but "indexed
|
||||
addressing" might not mean what you expect.
|
||||
|
||||
Traditionally, SI and DI are considered the index registers of the x86
|
||||
CPUs. That is not the sense in which “indexed addressing” is meant here,
|
||||
CPUs. That is not the sense in which "indexed addressing" is meant here,
|
||||
however. In real mode, indexed addressing means that two registers,
|
||||
rather than one or none, are used to point to memory. (In this context,
|
||||
the use of one register to address memory is “base addressing,” no
|
||||
the use of one register to address memory is "base addressing," no
|
||||
matter what register is used.) **MOV AX, [BX+DI]** and **MOV CL,
|
||||
[BP+SI+10]** perform indexed addressing; **MOV AX,[BX]** and **MOV DL,
|
||||
[SI+1]** do not.
|
||||
|
|
|
|||
36
12-02.md
36
12-02.md
|
|
@ -18,7 +18,7 @@ calculations take a *minimum* of 5 cycles. On the 486, however, 1 cycle
|
|||
is a big deal because many instructions, including most register-only
|
||||
instructions (**MOV**, **ADD**, **CMP**, and so on) execute in just 1
|
||||
cycle. In particular, **MOV**s to and from memory execute in 1 cycle—if
|
||||
they’re not hampered by something like indexed addressing, in which case
|
||||
they're not hampered by something like indexed addressing, in which case
|
||||
they slow to half speed (or worse, as we will see shortly).
|
||||
|
||||
For example, consider the summing example shown earlier. The version
|
||||
|
|
@ -32,7 +32,7 @@ In a key loop on the 486, 1 cycle can indeed matter.
|
|||
|
||||
#### Calculate Memory Pointers Ahead of Time {#Heading6}
|
||||
|
||||
Rule \#2: Don’t use a register as a memory pointer during the next two
|
||||
Rule \#2: Don't use a register as a memory pointer during the next two
|
||||
cycles after loading it.
|
||||
|
||||
Intel states that if the destination of one instruction is used as the
|
||||
|
|
@ -44,16 +44,16 @@ start of the instruction that will need it, as shown in Figure 12.1;
|
|||
this effectively makes the address calculation time vanish, because it
|
||||
happens while the preceding instruction executes.
|
||||
|
||||
Of course, the 486 *can’t* perform an effective address calculation for
|
||||
Of course, the 486 *can't* perform an effective address calculation for
|
||||
a target instruction ahead of time if one of the address components
|
||||
isn’t known until the instruction starts, and that’s exactly the case
|
||||
when the preceding instruction modifies one of the target instruction’s
|
||||
isn't known until the instruction starts, and that's exactly the case
|
||||
when the preceding instruction modifies one of the target instruction's
|
||||
addressing registers. For example, in the code
|
||||
|
||||
MOV BX,OFFSET MemVar
|
||||
MOV AX,[BX]
|
||||
|
||||
there’s no way that the 486 can calculate the address referenced by
|
||||
there's no way that the 486 can calculate the address referenced by
|
||||
**MOV AX,[BX]** until **MOV BX,OFFSET MemVar** finishes, so pipelining
|
||||
that calculation ahead of time is not possible. A good workaround is
|
||||
rearranging your code so that at least one instruction lies between the
|
||||
|
|
@ -78,7 +78,7 @@ Now that we understand what Intel means by this rule, let me make a very
|
|||
important comment: My observations indicate that for real-mode code, the
|
||||
documentation understates the extent of the penalty for interrupting the
|
||||
address calculation pipeline by loading a memory pointer just before
|
||||
it’s used.
|
||||
it's used.
|
||||
|
||||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *The truth of the matter appears to be that if a register is the destination of one instruction and is then used by the next instruction to address memory in real mode, not one but two cycles are lost!*
|
||||
|
|
@ -87,17 +87,17 @@ it’s used.
|
|||
In 32-bit protected mode, however, the penalty is, in fact, the 1 cycle
|
||||
that Intel .
|
||||
|
||||
Considering that **MOV** normally takes only one cycle total, that’s
|
||||
Considering that **MOV** normally takes only one cycle total, that's
|
||||
quite a loss. For example, the postdecrement loop shown above is 2 full
|
||||
cycles faster than the preincrement loop, resulting in a 29 percent
|
||||
improvement in the performance of the entire loop. But wait, there’s
|
||||
improvement in the performance of the entire loop. But wait, there's
|
||||
more. If a register is loaded 2 cycles (which generally means 2
|
||||
instructions, but, because some 486 instructions take more than 1 cycle,
|
||||
|
||||
\
|
||||
**Figure 12.1** *One-cycle-ahead address pipelining.*
|
||||
|
||||
the 2 are not always equivalent) before it’s used to point to memory, 1
|
||||
the 2 are not always equivalent) before it's used to point to memory, 1
|
||||
cycle is lost. Therefore, whereas this code
|
||||
|
||||
mov bx,offset MemVar
|
||||
|
|
@ -123,16 +123,16 @@ loses only one cycle, and this code
|
|||
mov ax,[bx]
|
||||
jnz LoopTop
|
||||
|
||||
loses no cycles at all. Apparently, the 486’s addressing calculation
|
||||
loses no cycles at all. Apparently, the 486's addressing calculation
|
||||
pipeline actually starts 2 cycles ahead, as shown in Figure 12.2. (In
|
||||
truth, my best guess at the moment is that the addressing pipeline
|
||||
really does start only 1 cycle ahead; the additional cycle crops up when
|
||||
the addressing pipeline has to wait for a register to be written into
|
||||
the register file before it can read it out for use in addressing
|
||||
calculations. However, I’m guessing here, and the 2-cycle-ahead model in
|
||||
calculations. However, I'm guessing here, and the 2-cycle-ahead model in
|
||||
Figure 12.2 will do just fine for optimization purposes.)
|
||||
|
||||
Clearly, there’s considerable optimization potential in careful
|
||||
Clearly, there's considerable optimization potential in careful
|
||||
rearrangement of 486 code.
|
||||
|
||||
\
|
||||
|
|
@ -140,17 +140,17 @@ rearrangement of 486 code.
|
|||
|
||||
### Caveat Programmor {#Heading7}
|
||||
|
||||
A caution: I’m quite certain that the 2-cycle-ahead addressing pipeline
|
||||
interruption penalty I’ve described exists in the two 486s I’ve tested.
|
||||
However, there’s no guarantee that Intel won’t change this aspect of the
|
||||
A caution: I'm quite certain that the 2-cycle-ahead addressing pipeline
|
||||
interruption penalty I've described exists in the two 486s I've tested.
|
||||
However, there's no guarantee that Intel won't change this aspect of the
|
||||
486 in the future, especially given that the documentation indicates
|
||||
otherwise. Perhaps the 2-cycle penalty is the result of a bug in the
|
||||
initial steps of the 486, and will revert to the documented 1-cycle
|
||||
penalty someday; likewise for the undocumented optimizations I’ll
|
||||
penalty someday; likewise for the undocumented optimizations I'll
|
||||
describe below. Nonetheless, none of the optimizations I suggest would
|
||||
hurt performance even if the undocumented performance characteristics of
|
||||
the 486 were to vanish, and they certainly will help performance on at
|
||||
least some 486s right now, so I feel they’re well worth using.
|
||||
least some 486s right now, so I feel they're well worth using.
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
[Previous](12-01.html) [Table of Contents](index.html) [Next](12-03.html)
|
||||
|
|
|
|||
34
12-03.md
34
12-03.md
|
|
@ -2,11 +2,11 @@
|
|||
[Previous](12-02.html) [Table of Contents](index.html) [Next](12-04.html)
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
||||
There is, of course, no guarantee that I’m entirely correct about the
|
||||
There is, of course, no guarantee that I'm entirely correct about the
|
||||
optimizations discussed in this chapter. Without knowing the internals
|
||||
of the 486, all I can do is time code and make inferences from the
|
||||
results; I invite you to deduce your own rules and cross-check them
|
||||
against mine. Also, most likely there are other optimizations that I’m
|
||||
against mine. Also, most likely there are other optimizations that I'm
|
||||
unaware of. If you have further information on these or any other
|
||||
undocumented optimizations, please write and let me know. And, of
|
||||
course, if anyone from Intel is reading this and wants to give us the
|
||||
|
|
@ -27,11 +27,11 @@ of the first set of instructions and is then immediately used to address
|
|||
memory by one of the second set. This raises the specter of unpleasant
|
||||
programming contortions such as intermixing **PUSH**es and **POP**s with
|
||||
other instructions to avoid interrupting the addressing pipeline.
|
||||
Fortunately, matters are actually not so grim as Intel’s documentation
|
||||
Fortunately, matters are actually not so grim as Intel's documentation
|
||||
would indicate; my tests indicate that the addressing pipeline penalty
|
||||
pops up only spottily when the stack pointer is involved.
|
||||
|
||||
For example, you’d certainly expect a sequence such as
|
||||
For example, you'd certainly expect a sequence such as
|
||||
|
||||
:
|
||||
pop ax
|
||||
|
|
@ -69,11 +69,11 @@ the sequence
|
|||
|
||||
loses two cycles for the same reason.
|
||||
|
||||
I certainly haven’t tried all possible combinations, but the results so
|
||||
I certainly haven't tried all possible combinations, but the results so
|
||||
far indicate that the stack pointer incurs the addressing pipeline
|
||||
penalty only if (E)SP is the *explicit* destination of one instruction
|
||||
and is then used by one of the two following instructions to address
|
||||
memory. So, for instance, SP isn’t the explicit operand of **POP AX—**AX
|
||||
memory. So, for instance, SP isn't the explicit operand of **POP AX—**AX
|
||||
is—and no cycles are lost if **POP AX** is followed by **POP** or
|
||||
**RET**. Happily, then, we need not worry about the sequence in which we
|
||||
use **PUSH** and **POP**. However, adding to, moving to, or subtracting
|
||||
|
|
@ -84,7 +84,7 @@ pointer to address memory.
|
|||
#### Problems with Byte Registers {#Heading9}
|
||||
|
||||
There are two ways to lose cycles by using byte registers, and neither
|
||||
of them is documented by Intel, so far as I know. Let’s start with the
|
||||
of them is documented by Intel, so far as I know. Let's start with the
|
||||
lesser and simpler of the two.
|
||||
|
||||
Rule \#3: Do not load a byte portion of a register during one
|
||||
|
|
@ -101,7 +101,7 @@ So, for example, it would be a bad idea to do this
|
|||
|
||||
because AL is loaded by one instruction, then AX is used as the source
|
||||
register for the next instruction. A cycle can be saved simply by
|
||||
rearranging the instructions so that the byte register load isn’t
|
||||
rearranging the instructions so that the byte register load isn't
|
||||
immediately followed by the word register usage, like so:
|
||||
|
||||
mov ah,o
|
||||
|
|
@ -115,16 +115,16 @@ Basically, when a byte destination register is part of a word source
|
|||
register for the next instruction, the 486 is unable to directly use the
|
||||
result from the first instruction as the source for the second
|
||||
instruction, because only part of the register required by the second
|
||||
instruction is contained in the first instruction’s result. The full,
|
||||
instruction is contained in the first instruction's result. The full,
|
||||
updated register value must be read from the register file, and that
|
||||
value can’t be read out until the result from the first instruction has
|
||||
value can't be read out until the result from the first instruction has
|
||||
been written *into* the register file, a process that takes an extra
|
||||
cycle. I’m not going to explain this in great detail because it’s not
|
||||
cycle. I'm not going to explain this in great detail because it's not
|
||||
important that you understand why this rule exists (only that it *does*
|
||||
in fact exist), but it is an interesting window on the way the 486
|
||||
works.
|
||||
|
||||
In case you’re curious, there’s no such penalty for the typical **XLAT**
|
||||
In case you're curious, there's no such penalty for the typical **XLAT**
|
||||
sequence like
|
||||
|
||||
mov bx,offset MemTable
|
||||
|
|
@ -139,17 +139,17 @@ is so slow—4 cycles—that it gives the 486 time to perform addressing
|
|||
calculations during the course of the instruction.
|
||||
|
||||
------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *While it’s nice that **XLAT** doesn’t suffer from the various 486 addressing penalties, the reason for that is basically that **XLAT** is slow, so there’s still no compelling reason to use **XLAT** on the 486.*
|
||||
 *While it's nice that **XLAT** doesn't suffer from the various 486 addressing penalties, the reason for that is basically that **XLAT** is slow, so there's still no compelling reason to use **XLAT** on the 486.*
|
||||
------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
In general, penalties for interrupting the 486’s pipeline apply
|
||||
In general, penalties for interrupting the 486's pipeline apply
|
||||
primarily to the fast core instructions of the 486, most notably
|
||||
register-only instructions and **MOV**, although arithmetic and logical
|
||||
operations that access memory are also often affected. I don’t know all
|
||||
the performance dependencies, and I don’t plan to; figuring all of them
|
||||
operations that access memory are also often affected. I don't know all
|
||||
the performance dependencies, and I don't plan to; figuring all of them
|
||||
out would be a big, boring job of little value. Basically, on the 486
|
||||
you should concentrate on using those fast core instructions when
|
||||
performance matters, and all the rules I’ll discuss do indeed apply to
|
||||
performance matters, and all the rules I'll discuss do indeed apply to
|
||||
those instructions.
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
|
|
|||
34
12-04.md
34
12-04.md
|
|
@ -2,17 +2,17 @@
|
|||
[Previous](12-03.html) [Table of Contents](index.html) [Next](13-01.html)
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
||||
You don’t need to understand every corner of the 486 universe unless
|
||||
you’re a diehard ASMhead who does this stuff for fun. Just learn enough
|
||||
You don't need to understand every corner of the 486 universe unless
|
||||
you're a diehard ASMhead who does this stuff for fun. Just learn enough
|
||||
to be able to speed up the key portions of your programs, and spend the
|
||||
rest of your time on a fast design and overall implementation.
|
||||
|
||||
#### More Fun with Byte Registers {#Heading10}
|
||||
|
||||
Rule \#4: Don’t load *any* byte register exactly 2 cycles before using
|
||||
Rule \#4: Don't load *any* byte register exactly 2 cycles before using
|
||||
*any* register to address memory.
|
||||
|
||||
This, the last of this chapter’s rules, is the strangest of the lot. If
|
||||
This, the last of this chapter's rules, is the strangest of the lot. If
|
||||
any byte register is loaded, and then two cycles later any register is
|
||||
used to point to memory, one cycle is lost. So, for example, this code
|
||||
|
||||
|
|
@ -43,7 +43,7 @@ runs in the expected three cycles.
|
|||
|
||||
In truth, I do not know why this happens. Clearly, it has something to
|
||||
do with interrupting the start of the addressing pipeline, and I have my
|
||||
theories about how this works, but at this point they’re pure
|
||||
theories about how this works, but at this point they're pure
|
||||
speculation. Whatever the reason for this rule, ignorance of it—and of
|
||||
its interaction with the other rules—could lead to considerable
|
||||
performance loss in seemingly air-tight code. For instance, a casual
|
||||
|
|
@ -68,7 +68,7 @@ pipeline is now on its first cycle: the one that loading a byte register
|
|||
can affect.
|
||||
|
||||
------------------- -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *I know—it seems awfully complicated. It isn’t, really. Generally, try not to use byte destinations exactly two cycles before using a register to address memory, and try not to load a register either one or two cycles before using it to address memory, and you’ll be fine.*
|
||||
 *I know—it seems awfully complicated. It isn't, really. Generally, try not to use byte destinations exactly two cycles before using a register to address memory, and try not to load a register either one or two cycles before using it to address memory, and you'll be fine.*
|
||||
------------------- -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Timing Your Own 486 Code {#Heading11}
|
||||
|
|
@ -82,7 +82,7 @@ address memory. Listing 12.1 ran in 120 µs on a 33 MHz 486, or 4 cycles
|
|||
per repetition (120 µs/1000 repetitions = 120 ns per repetition; 120 ns
|
||||
per repetition/30 ns per cycle = 4 cycles per repetition); Listing 12.2
|
||||
ran in 90 µs, or 3 cycles, establishing that loading a byte register
|
||||
costs a cycle only when it’s performed exactly 2 cycles before
|
||||
costs a cycle only when it's performed exactly 2 cycles before
|
||||
addressing memory.
|
||||
|
||||
**LISTING 12.1 LST12-1.ASM**
|
||||
|
|
@ -90,7 +90,7 @@ addressing memory.
|
|||
; Measures the effect of loading a byte register 2 cycles before
|
||||
; using a register to address memory.
|
||||
mov bp,2 ;run the test code twice to make sure
|
||||
; it’s cached
|
||||
; it's cached
|
||||
sub bx,bx
|
||||
CacheFillLoop:
|
||||
call ZTimerOn ;start timing
|
||||
|
|
@ -110,7 +110,7 @@ addressing memory.
|
|||
; Measures the effect of loading a byte register 1 cycle before
|
||||
; using a register to address memory.
|
||||
mov bp,2 ;run the test code twice to make sure
|
||||
; it’s cached
|
||||
; it's cached
|
||||
sub bx,bx
|
||||
CacheFillLoop:
|
||||
call ZTimerOn ;start timing
|
||||
|
|
@ -129,31 +129,31 @@ Note that Listings 12.1 and 12.2 each repeat the timing of the code
|
|||
under test a second time, to make sure that the instructions are in the
|
||||
cache on the second pass, the one for which results are displayed. Also
|
||||
note that the code is less than 8K in size, so that it can all fit in
|
||||
the 486’s 8K internal cache. If I double the **REPT** value in Listing
|
||||
the 486's 8K internal cache. If I double the **REPT** value in Listing
|
||||
12.2 to 2,000, making the test code larger than 8K, the execution time
|
||||
more than doubles to 224 µs, or 3.7 cycles per repetition; the extra
|
||||
seven-tenths of a cycle comes from fetching non-cached instruction
|
||||
bytes.
|
||||
|
||||
------------------- -----------------------------------------------------------------------------------------------------------------------
|
||||
 *Whenever you see non-integral timing results of this sort, it’s a good bet that the test code or data isn’t cached.*
|
||||
 *Whenever you see non-integral timing results of this sort, it's a good bet that the test code or data isn't cached.*
|
||||
------------------- -----------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
### The Story Continues {#Heading12}
|
||||
|
||||
There’s certainly plenty more 486 lore to explore, including the 486’s
|
||||
There's certainly plenty more 486 lore to explore, including the 486's
|
||||
unique prefetch queue, more optimization rules, branching optimizations,
|
||||
performance implications of the cache, the cost of cache misses for
|
||||
reads, and the implications of cache write-through for writes.
|
||||
Nonetheless, we’ve covered quite a bit of ground in this chapter, and I
|
||||
trust you’ve gotten a feel for the considerable extent to which 486
|
||||
optimization differs from what you’re used to. Odd as 486 optimization
|
||||
is, though, it’s well worth mastering, for the 486 is, at its best, so
|
||||
Nonetheless, we've covered quite a bit of ground in this chapter, and I
|
||||
trust you've gotten a feel for the considerable extent to which 486
|
||||
optimization differs from what you're used to. Odd as 486 optimization
|
||||
is, though, it's well worth mastering, for the 486 is, at its best, so
|
||||
staggeringly fast that carefully crafted 486 code can do more than twice
|
||||
as much per cycle as the best 386 code—which makes it perhaps 50 times
|
||||
as fast as optimized code for the original PC.
|
||||
|
||||
Sometimes it *is* hard to believe we’re still in Kansas!
|
||||
Sometimes it *is* hard to believe we're still in Kansas!
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
[Previous](12-03.html) [Table of Contents](index.html) [Next](13-01.html)
|
||||
|
|
|
|||
48
13-01.md
48
13-01.md
|
|
@ -8,15 +8,15 @@ Chapter 13\
|
|||
|
||||
### Pipelines and Other Hazards of the High End {#Heading2}
|
||||
|
||||
It’s a sad but true fact that 84 percent of American schoolchildren are
|
||||
It's a sad but true fact that 84 percent of American schoolchildren are
|
||||
ignorant of 92 percent of American history. Not my daughter, though. We
|
||||
recently visited historical Revolutionary-War-vintage Fort Ticonderoga,
|
||||
and she’s now 97 percent aware of a key element of our national
|
||||
and she's now 97 percent aware of a key element of our national
|
||||
heritage: that the basic uniform for soldiers in those days was what
|
||||
appears to be underwear, plus a hat so that no one could complain that
|
||||
they were undermining family values. Ha! Just kidding! Actually, what
|
||||
she learned was that in those days, it was pure coincidence if a
|
||||
cannonball actually hit anything it was aimed at, which isn’t surprising
|
||||
cannonball actually hit anything it was aimed at, which isn't surprising
|
||||
considering the lack of rifling, precision parts, and ballistics. The
|
||||
guides at the fort shot off three cannons; the closest they came to the
|
||||
target was about 50 feet, and that was only because the wind helped. I
|
||||
|
|
@ -26,21 +26,21 @@ necessarily, the enemy.
|
|||
|
||||
Nowadays, of course, we have automatic weapons that allow a teenager to
|
||||
singlehandedly defeat the entire U.S. Army, not to mention so-called
|
||||
“smart” bombs, which are smart in the sense that they can seek out and
|
||||
empty a taxpayer’s wallet without being detected by radar. There’s an
|
||||
"smart" bombs, which are smart in the sense that they can seek out and
|
||||
empty a taxpayer's wallet without being detected by radar. There's an
|
||||
obvious lesson here about progress, which I leave you to deduce for
|
||||
yourselves.
|
||||
|
||||
Here’s the same lesson, in another form. Ten years ago, we had a slow
|
||||
Here's the same lesson, in another form. Ten years ago, we had a slow
|
||||
processor, the 8088, for which it was devilishly hard to optimize, and
|
||||
for which there was no good optimization documentation available. Now we
|
||||
have a processor, the 486, that’s 50 to 100 times faster than the
|
||||
have a processor, the 486, that's 50 to 100 times faster than the
|
||||
8088—and for which there is no good optimization documentation
|
||||
available. Sure, Intel provides a few tidbits on optimization in the
|
||||
back of the *i486 Microprocessor Programmer’s Reference Manual,* but, as
|
||||
back of the *i486 Microprocessor Programmer's Reference Manual,* but, as
|
||||
I discussed in Chapter 12, that information is both incomplete and not
|
||||
entirely correct. Besides, most assembly language programmers don’t
|
||||
bother to read Intel’s manuals (which are extremely informative and well
|
||||
entirely correct. Besides, most assembly language programmers don't
|
||||
bother to read Intel's manuals (which are extremely informative and well
|
||||
done, but only slightly more fun to read than the phone book), and go
|
||||
right on programming the 486 using outdated 8088 optimization
|
||||
techniques, blissfully unaware of a new and heavily mutated generation
|
||||
|
|
@ -53,20 +53,20 @@ instructions.
|
|||
|
||||
#### 486 Pipeline Optimization {#Heading3}
|
||||
|
||||
I’ve mentioned Terje Mathisen in my writings before. Terje is an
|
||||
I've mentioned Terje Mathisen in my writings before. Terje is an
|
||||
assembly language programmer extraordinaire, and author of the
|
||||
incredibly fast public-domain word-counting program WC (which comes
|
||||
complete with source code; well worth a look, if you want to see what
|
||||
*really* fast code looks like). Terje’s a regular participant in the
|
||||
ibm.pc/fast.code topic on Bix. In a thread titled “486 Pipeline
|
||||
Optimization, or TANSTATFC (There Ain’t No Such Thing As The Fastest
|
||||
Code),” he detailed the following optimization to WC, perhaps the best
|
||||
example of 486 pipeline optimization I’ve yet seen.
|
||||
*really* fast code looks like). Terje's a regular participant in the
|
||||
ibm.pc/fast.code topic on Bix. In a thread titled "486 Pipeline
|
||||
Optimization, or TANSTATFC (There Ain't No Such Thing As The Fastest
|
||||
Code)," he detailed the following optimization to WC, perhaps the best
|
||||
example of 486 pipeline optimization I've yet seen.
|
||||
|
||||
Terje’s inner loop originally looked something like the code in Listing
|
||||
13.1. (I’ve taken a few liberties for illustrative purposes.) Of course,
|
||||
Terje's inner loop originally looked something like the code in Listing
|
||||
13.1. (I've taken a few liberties for illustrative purposes.) Of course,
|
||||
Terje unrolls this loop a few times (128 times, to be exact). By the
|
||||
way, in Listing 13.1 you’ll notice that Terje counts not only words but
|
||||
way, in Listing 13.1 you'll notice that Terje counts not only words but
|
||||
also lines, at a rate of three instructions for every two characters!
|
||||
|
||||
**LISTING 13.1 L13-1.ASM**
|
||||
|
|
@ -81,13 +81,13 @@ instructions, one two-cycle instruction, and no branches. It *is* tight,
|
|||
but those three instructions actually take a minimum of 8 cycles to
|
||||
execute, as shown in Figure 13.1. The problem is that DI is loaded just
|
||||
before being used to address memory, and that costs 2 cycles because it
|
||||
interrupts the 486’s internal instruction pipeline. Likewise, BX is
|
||||
interrupts the 486's internal instruction pipeline. Likewise, BX is
|
||||
loaded just before being used to address memory, costing another two
|
||||
cycles. Thus, this loop takes twice as long as cycle counts would seem
|
||||
to indicate, simply because two registers are loaded immediately before
|
||||
being used, disrupting the 486’s pipeline.
|
||||
being used, disrupting the 486's pipeline.
|
||||
|
||||
Listing 13.2 shows Terje’s immediate response to these pipelining
|
||||
Listing 13.2 shows Terje's immediate response to these pipelining
|
||||
problems; he simply swapped the instructions that load DI and BL. This
|
||||
one change cut execution time per character pair from eight cycles to
|
||||
five cycles! The load of BL is now separated by one instruction from the
|
||||
|
|
@ -95,7 +95,7 @@ use of BX to address memory, so the pipeline penalty is reduced from two
|
|||
cycles to one cycle. The load of DI is also separated by one instruction
|
||||
from the use of DI to address memory (remember, the loop is unrolled, so
|
||||
the last instruction is followed by the first instruction), but because
|
||||
the intervening instruction takes two cycles, there’s no penalty at all.
|
||||
the intervening instruction takes two cycles, there's no penalty at all.
|
||||
|
||||
\
|
||||
**Figure 13.1** *Cycle-eaters in the original WC.*
|
||||
|
|
@ -114,7 +114,7 @@ the intervening instruction takes two cycles, there’s no penalty at all.
|
|||
At this point, Terje had nearly doubled the performance of this code
|
||||
simply by moving one instruction. (Note that swapping the instructions
|
||||
also made it necessary to preload DI at the start of the loop; Listing
|
||||
13.2 is not exactly equivalent to Listing 13.1.) I’ll let Terje describe
|
||||
13.2 is not exactly equivalent to Listing 13.1.) I'll let Terje describe
|
||||
his next optimization in his own words:
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
|
|
|||
24
13-02.md
24
13-02.md
|
|
@ -2,7 +2,7 @@
|
|||
[Previous](13-01.html) [Table of Contents](index.html) [Next](13-03.html)
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
||||
“When I looked closely as this, I realized that the two cycles for the
|
||||
"When I looked closely as this, I realized that the two cycles for the
|
||||
final **ADD** is just the sum of 1 cycle to load the data from memory,
|
||||
and 1 cycle to add it to DX, so the code could just as well have been
|
||||
written as shown in Listing 13.3. The final breakthrough came when I
|
||||
|
|
@ -10,7 +10,7 @@ realized that by initializing AX to zero outside the loop, I could
|
|||
rearrange it as shown in Listing 13.4 and do the final **ADD DX,AX**
|
||||
after the loop. This way there are two single-cycle instructions between
|
||||
the first and the fourth line, avoiding all pipeline stalls, for a total
|
||||
throughput of two cycles/char.”
|
||||
throughput of two cycles/char."
|
||||
|
||||
**LISTING 13.3 L13-3.ASM**
|
||||
|
||||
|
|
@ -27,11 +27,11 @@ throughput of two cycles/char.”
|
|||
; appropriately for the pair
|
||||
mov ax,[bx+8000h] ;get increments for next time
|
||||
|
||||
I’d like to point out two fairly remarkable things. First, the single
|
||||
I'd like to point out two fairly remarkable things. First, the single
|
||||
cycle that Terje saved in Listing 13.4 sped up his entire word-counting
|
||||
engine by 25 percent or more; Listing 13.4 is fully twice as fast as
|
||||
Listing 13.1—all the result of nothing more than shifting an instruction
|
||||
and splitting another into two operations. Second, Terje’s word-counting
|
||||
and splitting another into two operations. Second, Terje's word-counting
|
||||
engine can process more than 16 million characters *per second* on a
|
||||
486/33.
|
||||
|
||||
|
|
@ -55,7 +55,7 @@ significant byte first in memory, or *big endian*), like so:
|
|||
|
||||
**BSWAP** can also be useful for reversing the order of pixel bits from
|
||||
a bitmap so that they can be rotated 32 bits at a time with an
|
||||
instruction such as **ROR EAX,1**. Intel’s byte ordering for multiword
|
||||
instruction such as **ROR EAX,1**. Intel's byte ordering for multiword
|
||||
values (least-significant byte first) loads pixels in the wrong order,
|
||||
so far as word rotation is concerned, but **BSWAP** can take care of
|
||||
that.
|
||||
|
|
@ -76,14 +76,14 @@ the obvious conclusion that it would be great if there were some way to
|
|||
use the upper and lower 16 bits of selected 386 registers as separate
|
||||
16-bit registers, effectively increasing the available register space.
|
||||
|
||||
Unfortunately, the x86 instruction set doesn’t provide any way to work
|
||||
Unfortunately, the x86 instruction set doesn't provide any way to work
|
||||
directly with only the upper half of a 32-bit register. The next best
|
||||
solution is to rotate the register to give you access in the lower 16
|
||||
bits to the half you need at any particular time, with code along the
|
||||
lines of that in Listing 13.5. Having to rotate the 16-bit fields into
|
||||
position certainly isn’t as good as having direct access to the upper
|
||||
half, but surely it’s better than having to get the values out of
|
||||
memory, isn’t it?
|
||||
position certainly isn't as good as having direct access to the upper
|
||||
half, but surely it's better than having to get the values out of
|
||||
memory, isn't it?
|
||||
|
||||
**LISTING 13.5 L13-5.ASM**
|
||||
|
||||
|
|
@ -102,12 +102,12 @@ memory, isn’t it?
|
|||
Not necessarily. Shifts and rotates are among the worst performing
|
||||
instructions of the 486, taking 2 to 3 cycles to execute. Thus, it takes
|
||||
2 cycles to rotate the skip value into CX in Listing 13.5, and 2 more
|
||||
cycles to rotate it back to the upper half of ECX. I’d say four cycles
|
||||
cycles to rotate it back to the upper half of ECX. I'd say four cycles
|
||||
is a pretty steep price to pay, especially considering that a **MOV** to
|
||||
or from memory takes only one cycle. Basically, using **ROR** to access
|
||||
a 16-bit value in the upper half of a 16-bit register is a pretty
|
||||
marginal technique, unless for some reason you can’t access memory at
|
||||
all (for example, if you’re using BP as a working register, temporarily
|
||||
marginal technique, unless for some reason you can't access memory at
|
||||
all (for example, if you're using BP as a working register, temporarily
|
||||
making the stack frame inaccessible).
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
|
|
|||
18
13-03.md
18
13-03.md
|
|
@ -47,13 +47,13 @@ and the only cost is that the previous contents of AX are destroyed.
|
|||
|
||||
Likewise, popping a memory location takes six cycles, but popping a
|
||||
register and writing it to memory takes only two cycles combined. The
|
||||
*i486 Microprocessor Programmer’s Reference Manual* lists a 4-cycle
|
||||
*i486 Microprocessor Programmer's Reference Manual* lists a 4-cycle
|
||||
execution time for popping a register, but pay that no mind; popping a
|
||||
register takes only 1 cycle.
|
||||
|
||||
Why is it that such a convenient operation as pushing or popping memory
|
||||
is so slow? The rule on the 486 is that simple operations, which can be
|
||||
executed in a single cycle by the 486’s RISC core, are fast; whereas
|
||||
executed in a single cycle by the 486's RISC core, are fast; whereas
|
||||
complex operations, which must be carried out in microcode just as they
|
||||
were on the 386, are almost all relatively slow. Slow, complex
|
||||
operations include all the string instructions except **REP MOVS,** as
|
||||
|
|
@ -61,7 +61,7 @@ well as **XLAT, LOOP,** and, of course, **PUSH *mem*** and **POP
|
|||
*mem.***
|
||||
|
||||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *Whenever possible, try to use the 486’s 1-cycle instructions, including **MOV, ADD, SUB, CMP, ADC, SBB, XOR, AND, OR, TEST, LEA**, and **PUSH reg** and **POP reg**. These instructions have an added benefit in that it’s often possible to rearrange them for maximum pipeline efficiency, as is the case with Terje’s optimization described earlier in this chapter.*
|
||||
 *Whenever possible, try to use the 486's 1-cycle instructions, including **MOV, ADD, SUB, CMP, ADC, SBB, XOR, AND, OR, TEST, LEA**, and **PUSH reg** and **POP reg**. These instructions have an added benefit in that it's often possible to rearrange them for maximum pipeline efficiency, as is the case with Terje's optimization described earlier in this chapter.*
|
||||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
### Optimal 1-Bit Shifts and Rotates {#Heading6}
|
||||
|
|
@ -72,9 +72,9 @@ forms—as in **ROR AX,1** and **SHL BX,1—**are *3-cycle* instructions. Go
|
|||
figure.
|
||||
|
||||
Assemblers default to the 1-bit instruction for 1-bit shifts and
|
||||
rotates. That’s not unreasonable since the 1-bit form is a byte shorter
|
||||
rotates. That's not unreasonable since the 1-bit form is a byte shorter
|
||||
and is just as fast as the n-bit forms on a 386 and faster on a 286, and
|
||||
the n-bit form doesn’t even exist on an 8088. In a really critical loop,
|
||||
the n-bit form doesn't even exist on an 8088. In a really critical loop,
|
||||
however, it might be worth hand-assembling the n-bit form of a
|
||||
single-bit shift or rotate in order to save that cycle. The easiest way
|
||||
to do this is to assemble a 2-bit form of the desired instruction, as in
|
||||
|
|
@ -92,14 +92,14 @@ code as follows:
|
|||
|
||||
At the end of this sequence, DX will contain 2, and the fast n-bit
|
||||
version of **SHL AX,1** will have executed. If you use this approach,
|
||||
I’d recommend using a macro, rather than sticking DBs in the middle of
|
||||
I'd recommend using a macro, rather than sticking DBs in the middle of
|
||||
your code.
|
||||
|
||||
Again, this technique is advantageous *only* on a 486. It also doesn’t
|
||||
Again, this technique is advantageous *only* on a 486. It also doesn't
|
||||
apply to **RCL** and **RCR,** where you definitely want to use the 1-bit
|
||||
versions whenever you can, because the n-bit versions are horrendously
|
||||
slow. But if you’re optimizing for the 486, these tidbits can save a few
|
||||
critical cycles—and Lord knows that if you’re optimizing for the
|
||||
slow. But if you're optimizing for the 486, these tidbits can save a few
|
||||
critical cycles—and Lord knows that if you're optimizing for the
|
||||
486—that is, if you need even more performance than you get from
|
||||
unoptimized code on a 486—you almost certainly need all the speed you
|
||||
can get.
|
||||
|
|
|
|||
30
13-04.md
30
13-04.md
|
|
@ -15,7 +15,7 @@ uses a perfectly valid 32-bit address, with the byte accessed being the
|
|||
one at the offset in DS pointed to by the sum of EDX times 4 plus the
|
||||
offset of **BaseTable** plus ECX. This is a very powerful memory
|
||||
addressing scheme, far superior to 8088-style 16-bit addressing, but
|
||||
it’s not without its quirks and costs, so let’s take a quick look at
|
||||
it's not without its quirks and costs, so let's take a quick look at
|
||||
32-bit addressing. (By the way, 32-bit addressing is not limited to
|
||||
protected mode; 32-bit instructions may be used in real mode, although
|
||||
each instruction that uses 32-bit addressing must have an address-size
|
||||
|
|
@ -26,18 +26,18 @@ register except ESP may also serve as the index register, which can be
|
|||
scaled by 1, 2, 4, or 8. (Scaling is very handy for performing lookups
|
||||
in arrays and tables.) The same register may serve as both base and
|
||||
index register, except for ESP, which can only be the base.
|
||||
Incidentally, it makes sense that ESP can’t be scaled; ESP presumably
|
||||
always points to a valid stack, and I can’t think of any reason you’d
|
||||
Incidentally, it makes sense that ESP can't be scaled; ESP presumably
|
||||
always points to a valid stack, and I can't think of any reason you'd
|
||||
want to use the stack pointer times 2, 4, or 8 in an address. ESP is, by
|
||||
its nature, a base rather than index pointer.
|
||||
|
||||
That’s all there is to the functionality of 32-bit addressing; it’s very
|
||||
That's all there is to the functionality of 32-bit addressing; it's very
|
||||
simple, much simpler than 16-bit addressing, with its sharply limited
|
||||
memory addressing register combinations. The costs of 32-bit addressing
|
||||
are a bit more subtle. The only performance cost (apart from the
|
||||
aforementioned 1-cycle penalty for using 32-bit addressing in real mode)
|
||||
is a 1-cycle penalty imposed for using an index register. In this
|
||||
context, you use an index register when you use a register that’s
|
||||
context, you use an index register when you use a register that's
|
||||
scaled, or when you use the sum of two registers to point to memory.
|
||||
**MOV BL,[EBX\*2]** uses an index register and takes an extra cycle, as
|
||||
does **MOV CL,[EAX+EDX]; MOV CL,[EAX+100H]** is not indexed, however.
|
||||
|
|
@ -45,7 +45,7 @@ does **MOV CL,[EAX+EDX]; MOV CL,[EAX+100H]** is not indexed, however.
|
|||
The other cost of 32-bit addressing is in instruction size. Old-style
|
||||
16-bit addressing usually (except in a few special cases) uses one extra
|
||||
byte, which Intel calls the Mod-R/M byte, which is placed immediately
|
||||
after each instruction’s opcode to describe the memory addressing mode,
|
||||
after each instruction's opcode to describe the memory addressing mode,
|
||||
plus 1 or 2 optional bytes of addressing displacement—that is, a
|
||||
constant value to add into the address. In many cases, 32-bit addressing
|
||||
continues to use the Mod-R/M byte, albeit with a different
|
||||
|
|
@ -60,15 +60,15 @@ example, **MOV AL, [EBX]** is a 2-byte instruction; **MOV AL,
|
|||
------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
However, because 32-bit addressing supports many more addressing
|
||||
combinations than 16-bit addressing, the Mod-R/M byte can’t describe all
|
||||
combinations than 16-bit addressing, the Mod-R/M byte can't describe all
|
||||
the combinations. Therefore, whenever an index register (as described
|
||||
above) is involved, a second byte, the SIB byte, follows the Mod-R/M
|
||||
byte to provide additional address information. Consequently, whenever
|
||||
you use a scaled memory addressing register or use the sum of two
|
||||
registers to point to memory, you automatically add 1 cycle and 1 byte
|
||||
to that instruction. This is not to say that you shouldn’t use index
|
||||
registers when they’re needed, but if you find yourself using them
|
||||
inside key loops, you should see if it’s possible to move the index
|
||||
to that instruction. This is not to say that you shouldn't use index
|
||||
registers when they're needed, but if you find yourself using them
|
||||
inside key loops, you should see if it's possible to move the index
|
||||
calculation outside the loop as, for example, in a loop like this:
|
||||
|
||||
LoopTop:
|
||||
|
|
@ -87,7 +87,7 @@ You could change this to the following for greater performance:
|
|||
jnz LoopTop
|
||||
shr ebx,1 ;ebx*2/2
|
||||
|
||||
I’ll end this chapter with two more quirks of 32-bit addressing. First,
|
||||
I'll end this chapter with two more quirks of 32-bit addressing. First,
|
||||
as with 16-bit addressing, addressing that uses EBP as a base register
|
||||
both accesses the SS segment by default and always has a displacement of
|
||||
at least 1 byte. This reflects the common use of EBP to address a stack
|
||||
|
|
@ -97,12 +97,12 @@ address non-stack memory.
|
|||
Lastly, as I mentioned, ESP cannot be scaled. In fact, ESP cannot be an
|
||||
index register; it must be a base register. Ironically, however, ESP is
|
||||
the one register that cannot be used to address memory without the
|
||||
presence of an SIB byte, even if it’s used without an index register.
|
||||
presence of an SIB byte, even if it's used without an index register.
|
||||
This is an outcome of the way in which the SIB byte extends the
|
||||
capabilities of the Mod-R/M byte, and there’s nothing to be done about
|
||||
it, but it’s at least worth noting that ESP-based, non-indexed
|
||||
capabilities of the Mod-R/M byte, and there's nothing to be done about
|
||||
it, but it's at least worth noting that ESP-based, non-indexed
|
||||
addressing makes for instructions that are a byte larger than other
|
||||
non-indexed addressing (but not any slower; there’s no 1-cycle penalty
|
||||
non-indexed addressing (but not any slower; there's no 1-cycle penalty
|
||||
for using ESP as a base register) on the 486.
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
|
|
|||
68
14-01.md
68
14-01.md
|
|
@ -10,10 +10,10 @@ Chapter 14\
|
|||
|
||||
When you seem to be stumped, stop for a minute and *think.* All the
|
||||
information you need may be right in front of your nose if you just look
|
||||
at things a little differently. Here’s a case in point:
|
||||
at things a little differently. Here's a case in point:
|
||||
|
||||
When I was in college, I used to stay around campus for the summer. Oh,
|
||||
I’d take a course or two, but mostly it was an excuse to hang out and
|
||||
I'd take a course or two, but mostly it was an excuse to hang out and
|
||||
have fun. In that spirit, my girlfriend, Adrian (*not* my future wife,
|
||||
partly for reasons that will soon become apparent), bussed in to spend a
|
||||
week, sharing a less-than-elegant \$150 per month apartment with me and,
|
||||
|
|
@ -29,57 +29,57 @@ so we thought)—had never been cleaned. By which I mean that I know for a
|
|||
certainty that *we* had never cleaned it, but I suspect that it had in
|
||||
fact not been cleaned since the Late Jurassic, or possibly earlier. Our
|
||||
feet tended to stick to it; had the apartment suddenly turned
|
||||
upside-down, I think we’d all have been hanging from the ceiling.
|
||||
upside-down, I think we'd all have been hanging from the ceiling.
|
||||
|
||||
One day, my roommate and I returned from a pick-up basketball game.
|
||||
Adrian, having been left to her own devices for a couple of hours, had
|
||||
apparently kept herself busy. “Notice anything?” she asked, with an edge
|
||||
apparently kept herself busy. "Notice anything?" she asked, with an edge
|
||||
to her voice that suggested we had damned well better.
|
||||
|
||||
“Uh, you cooked dinner?” I guessed. “Washed the dishes? Had your hair
|
||||
done?” My roommate was equally without a clue.
|
||||
"Uh, you cooked dinner?" I guessed. "Washed the dishes? Had your hair
|
||||
done?" My roommate was equally without a clue.
|
||||
|
||||
She stamped her foot (really; the only time I’ve ever seen it happen),
|
||||
and said, “No, you jerks! The kitchen floor! Look at the floor! I
|
||||
cleaned it!”
|
||||
She stamped her foot (really; the only time I've ever seen it happen),
|
||||
and said, "No, you jerks! The kitchen floor! Look at the floor! I
|
||||
cleaned it!"
|
||||
|
||||
The floor really did look amazing. It was actually all white; the black
|
||||
lines had been grooves filled with dirt. We assured her that it looked
|
||||
terrific, it just wasn’t that obvious until you knew to look for it;
|
||||
anyone would tell you that it wasn’t the kind of thing that jumped out
|
||||
terrific, it just wasn't that obvious until you knew to look for it;
|
||||
anyone would tell you that it wasn't the kind of thing that jumped out
|
||||
at you, but it really was great, no kidding. We had almost smoothed
|
||||
things over, when a friend walked in, looked around with a start, and
|
||||
said, “Hey! Did you guys put in a new floor?”
|
||||
said, "Hey! Did you guys put in a new floor?"
|
||||
|
||||
As I said, sometimes everything you need to know is right in front of
|
||||
your nose. Which brings us to Boyer-Moore string searching.
|
||||
|
||||
### String Searching Refresher {#Heading3}
|
||||
|
||||
I’ve discussed string searching earlier in this book, in Chapters 5 and
|
||||
I've discussed string searching earlier in this book, in Chapters 5 and
|
||||
9. You may want to refer back to these chapters for some background on
|
||||
string searching in general. I’m also going to use some of the code from
|
||||
that chapter as part of this chapter’s test suite. For further
|
||||
string searching in general. I'm also going to use some of the code from
|
||||
that chapter as part of this chapter's test suite. For further
|
||||
information, you may want to refer to the discussion of string searching
|
||||
in the excellent *Algorithms in C,* by Robert Sedgewick
|
||||
(Addison-Wesley), which served as the primary reference for this
|
||||
chapter. (If you look at Sedgewick, be aware that in the Boyer-Moore
|
||||
listing on page 288, there is a mistake: “j \> 0” in the **for** loop
|
||||
should be “j \>= 0,” unless I’m missing something.)
|
||||
listing on page 288, there is a mistake: "j \> 0" in the **for** loop
|
||||
should be "j \>= 0," unless I'm missing something.)
|
||||
|
||||
String searching is the simple matter of finding the first occurrence of
|
||||
a particular sequence of bytes (the pattern) within another sequence of
|
||||
bytes (the buffer). The obvious, brute-force approach is to try every
|
||||
possible match location, starting at the beginning of the buffer and
|
||||
advancing one position after each mismatch, until either a match is
|
||||
found or the buffer is exhausted. There’s even a nifty string
|
||||
instruction, **REPZ CMPS,** that’s perfect for comparing the pattern to
|
||||
found or the buffer is exhausted. There's even a nifty string
|
||||
instruction, **REPZ CMPS,** that's perfect for comparing the pattern to
|
||||
the contents of the buffer at each location. What could be simpler?
|
||||
|
||||
We have some important information that we’re not yet using, though.
|
||||
Typically, the buffer will contain a wide variety of bytes. Let’s assume
|
||||
We have some important information that we're not yet using, though.
|
||||
Typically, the buffer will contain a wide variety of bytes. Let's assume
|
||||
that the buffer contains text, in which case there will be dozens of
|
||||
different characters; and although the distribution of characters won’t
|
||||
different characters; and although the distribution of characters won't
|
||||
usually be even, neither will any one character constitute half the
|
||||
buffer, or anything close. A reasonable conclusion is that the first
|
||||
character of the pattern will rarely match the first character of the
|
||||
|
|
@ -89,37 +89,37 @@ potential match locations with single repetitions of **SCASB.** Only
|
|||
when that first character does (infrequently) match must we drop back to
|
||||
the slower **REPZ CMPS** approach.
|
||||
|
||||
It’s important to understand that we’re assuming that the buffer is
|
||||
typical text. That’s what I meant at the outset, when I said that the
|
||||
It's important to understand that we're assuming that the buffer is
|
||||
typical text. That's what I meant at the outset, when I said that the
|
||||
information you need may be under your nose.
|
||||
|
||||
------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *Formally, you don’t know a blessed thing about the search buffer, but experience, common sense, and your knowledge of the application give you a great deal of useful, if somewhat imprecise, information.*
|
||||
 *Formally, you don't know a blessed thing about the search buffer, but experience, common sense, and your knowledge of the application give you a great deal of useful, if somewhat imprecise, information.*
|
||||
------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
If the buffer contains the letter ‘A’ repeated 1,000 times, followed by
|
||||
the letter ‘B,’ then the **REPNZ SCASB/REPZ CMPS** approach will be much
|
||||
If the buffer contains the letter ‘A' repeated 1,000 times, followed by
|
||||
the letter ‘B,' then the **REPNZ SCASB/REPZ CMPS** approach will be much
|
||||
slower than the brute-force **REPZ CMPS** approach when searching for
|
||||
the pattern “AB,” because **REPNZ SCASB** would match at every buffer
|
||||
the pattern "AB," because **REPNZ SCASB** would match at every buffer
|
||||
location. You could construct a horrendous worst-case scenario for
|
||||
almost any good optimization; the key is understanding the usual
|
||||
conditions under which your code will work.
|
||||
|
||||
As discussed in Chapter 9, we also know that certain characters have
|
||||
lower probabilities of matching than others. In a normal buffer, ‘T’
|
||||
will match far more often than ‘X.’ Therefore, if we use **REPNZ SCASB**
|
||||
lower probabilities of matching than others. In a normal buffer, ‘T'
|
||||
will match far more often than ‘X.' Therefore, if we use **REPNZ SCASB**
|
||||
to scan for the least common letter in the search string, rather than
|
||||
the first letter, we’ll greatly decrease the number of times we have to
|
||||
the first letter, we'll greatly decrease the number of times we have to
|
||||
drop back to **REPZ CMPS,** and the search time will become very close
|
||||
to the time it takes **REPNZ SCASB** to go from the start of the buffer
|
||||
to the match location. If the distance to the first match is N bytes,
|
||||
the least-common **REPNZ SCASB** approach will take about as long as N
|
||||
repetitions of **REPNZ SCASB.**
|
||||
|
||||
At this point, we’re pretty much searching at the speed of **REPNZ
|
||||
At this point, we're pretty much searching at the speed of **REPNZ
|
||||
SCASB.** On the x86, there simply is no faster way to test each
|
||||
character in turn. In order to get any faster, we’d have to check fewer
|
||||
characters—but we can’t do that and still be sure of finding all
|
||||
character in turn. In order to get any faster, we'd have to check fewer
|
||||
characters—but we can't do that and still be sure of finding all
|
||||
matches. Can we?
|
||||
|
||||
Actually, yes, we can.
|
||||
|
|
|
|||
50
14-02.md
50
14-02.md
|
|
@ -5,7 +5,7 @@
|
|||
### The Boyer-Moore Algorithm {#Heading4}
|
||||
|
||||
All our *a priori* knowledge of string searching is stated above, but
|
||||
there’s another sort of knowledge—knowledge that’s generated
|
||||
there's another sort of knowledge—knowledge that's generated
|
||||
dynamically. As we search through the buffer, we acquire information
|
||||
each time we check for a match. One sort of information that we acquire
|
||||
is based on partial matches; we can often skip ahead after partial
|
||||
|
|
@ -14,23 +14,23 @@ already implicitly done a comparison of the partially matched buffer
|
|||
characters with all possible pattern start locations that overlap those
|
||||
partially-matched bytes.
|
||||
|
||||
If that makes your head hurt, it should—and don’t worry. This line of
|
||||
If that makes your head hurt, it should—and don't worry. This line of
|
||||
thinking, which is the basis of the Knuth-Morris-Pratt algorithm and
|
||||
half the basis of the Boyer-Moore algorithm, is what gives Boyer-Moore
|
||||
its reputation for inscrutability. That reputation is well deserved for
|
||||
this aspect (which I will not discuss further in this book), but there’s
|
||||
another part of Boyer-Moore that’s easily understood, easily
|
||||
this aspect (which I will not discuss further in this book), but there's
|
||||
another part of Boyer-Moore that's easily understood, easily
|
||||
implemented, and highly effective.
|
||||
|
||||
Consider this: We’re searching for the pattern “ABC,” beginning the
|
||||
search at the start (offset 0) of a buffer containing “ABZABC.” We match
|
||||
on ‘A,’ we match on ‘B,’ and we mismatch on ‘C’; the buffer contains a
|
||||
‘Z’ in this position. What have we learned? Why, we’ve learned not only
|
||||
that the pattern doesn’t match the buffer starting at offset 0, but also
|
||||
that it can’t possibly match starting at offset 1 or offset 2, either!
|
||||
After all, there’s a ‘Z’ in the buffer at offset 2; since the pattern
|
||||
doesn’t contain a single ‘Z,’ there’s no way that the pattern can match
|
||||
starting at *any* location from which it would span the ‘Z’ at offset 2.
|
||||
Consider this: We're searching for the pattern "ABC," beginning the
|
||||
search at the start (offset 0) of a buffer containing "ABZABC." We match
|
||||
on ‘A,' we match on ‘B,' and we mismatch on ‘C'; the buffer contains a
|
||||
‘Z' in this position. What have we learned? Why, we've learned not only
|
||||
that the pattern doesn't match the buffer starting at offset 0, but also
|
||||
that it can't possibly match starting at offset 1 or offset 2, either!
|
||||
After all, there's a ‘Z' in the buffer at offset 2; since the pattern
|
||||
doesn't contain a single ‘Z,' there's no way that the pattern can match
|
||||
starting at *any* location from which it would span the ‘Z' at offset 2.
|
||||
We can just skip straight from offset 0 to offset 3 and continue, saving
|
||||
ourselves two comparisons.
|
||||
|
||||
|
|
@ -41,8 +41,8 @@ Look at it differently, though: What if we compare the pattern starting
|
|||
with the last (rightmost) byte, rather than the first (leftmost) byte?
|
||||
In other words, what if we compare from high memory toward low, in the
|
||||
direction in which string instructions go after the **STD** instruction?
|
||||
After all, we’re comparing one set of bytes (the pattern) to another set
|
||||
of bytes (a portion of the buffer); it doesn’t matter in the least in
|
||||
After all, we're comparing one set of bytes (the pattern) to another set
|
||||
of bytes (a portion of the buffer); it doesn't matter in the least in
|
||||
what order we compare them, so long as all the bytes in one set are
|
||||
compared to the corresponding bytes in the other set.
|
||||
|
||||
|
|
@ -51,25 +51,25 @@ compared to the corresponding bytes in the other set.
|
|||
------------------- -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
We learn nothing new from a mismatch on the leftmost character, except
|
||||
that the pattern can’t match starting at that location. A mismatch on
|
||||
that the pattern can't match starting at that location. A mismatch on
|
||||
the rightmost character, however, tells us about the possibilities of
|
||||
the pattern matching starting at every buffer location from which the
|
||||
pattern spans the mismatch location. If the mismatched character in the
|
||||
buffer doesn’t appear in the pattern, then we’ve just eliminated not one
|
||||
buffer doesn't appear in the pattern, then we've just eliminated not one
|
||||
potential match, but as many potential matches as there are characters
|
||||
in the pattern; that’s how many locations there are in the buffer that
|
||||
in the pattern; that's how many locations there are in the buffer that
|
||||
*might* have matched, but have just been shown not to, because they
|
||||
overlap the mismatched character that doesn’t belong in the pattern. In
|
||||
overlap the mismatched character that doesn't belong in the pattern. In
|
||||
this case, we can skip ahead by the full pattern length in the buffer!
|
||||
This is how we can outperform even **REPNZ SCASB; REPNZ SCASB** has to
|
||||
check every byte in the buffer, but Boyer-Moore doesn’t.
|
||||
check every byte in the buffer, but Boyer-Moore doesn't.
|
||||
|
||||
Figure 14.1 illustrates the operation of a Boyer-Moore search when the
|
||||
rightcharacter of the search pattern (which is the first character
|
||||
that’s compared at each location because we’re comparing backwards)
|
||||
that's compared at each location because we're comparing backwards)
|
||||
mismatches with a buffer character that appears nowhere in the pattern.
|
||||
Figure 14.2 illustrates the operation of a partial match when the
|
||||
mismatch occurs with a character that’s not a pattern member. In this
|
||||
mismatch occurs with a character that's not a pattern member. In this
|
||||
case, we can only skip ahead past the mismatch location, resulting in an
|
||||
advance of fewer bytes than the pattern length, and potentially as
|
||||
little as the same single byte distance by which the standard search
|
||||
|
|
@ -79,7 +79,7 @@ approach advances.
|
|||
**Figure 14.1** *Mismatch on first character checked.*
|
||||
|
||||
What if the mismatch occurs with a buffer character that *does* occur in
|
||||
the pattern? Then we can’t skip past the mismatch location, but we can
|
||||
the pattern? Then we can't skip past the mismatch location, but we can
|
||||
skip to whatever location aligns the rightmost occurrence of that
|
||||
character in the pattern with the mismatch location, as shown in Figure
|
||||
14.3.
|
||||
|
|
@ -91,9 +91,9 @@ a mismatch, we see what we can learn from the buffer character that
|
|||
failed to match the pattern. Imagine that we move the pattern to the
|
||||
right across the mismatch location until we find a start location that
|
||||
the mismatch does not eliminate as a possible match for the pattern. If
|
||||
the mismatch character doesn’t appear in the pattern, the pattern can
|
||||
the mismatch character doesn't appear in the pattern, the pattern can
|
||||
move clear past the mismatch location. Otherwise, the pattern moves
|
||||
until a matching pattern byte lies atop the mismatch. That’s all there
|
||||
until a matching pattern byte lies atop the mismatch. That's all there
|
||||
is to it!
|
||||
|
||||
\
|
||||
|
|
|
|||
18
14-03.md
18
14-03.md
|
|
@ -10,7 +10,7 @@ modified version of the text of this chapter) shows that this
|
|||
implementation is generally much slower than **REPNZ SCASB,** although
|
||||
it does come close when searching for long patterns. Listing 14.1 is
|
||||
designed primarily to make later assembly implemenmore comprehensible,
|
||||
rather than faster; Sedge’s implementation uses arrays rather than
|
||||
rather than faster; Sedge's implementation uses arrays rather than
|
||||
pointers, is a great deal more compact and very clever, and may be
|
||||
somewhat faster. Regardless, the far superior performance of **REPNZ
|
||||
SCASB** clearly indicates that assembly language is in order at this
|
||||
|
|
@ -18,17 +18,17 @@ point.
|
|||
|
||||
* * * * *
|
||||
|
||||
“g;”
|
||||
"g;"
|
||||
|
||||
“Yogi”
|
||||
"Yogi"
|
||||
|
||||
“igoY”
|
||||
"igoY"
|
||||
|
||||
“Adrian”
|
||||
"Adrian"
|
||||
|
||||
“Conclusion”
|
||||
"Conclusion"
|
||||
|
||||
“You don’t know what you know”
|
||||
"You don't know what you know"
|
||||
|
||||
* * * * *
|
||||
|
||||
|
|
@ -140,14 +140,14 @@ Table 14.1 Comparison of searching techniques.
|
|||
|
||||
* * * * *
|
||||
|
||||
The entry “Standard Boyer-Moore in ASM” in Table 14.1 refers to
|
||||
The entry "Standard Boyer-Moore in ASM" in Table 14.1 refers to
|
||||
straight-forward hand optimization of Listing 14.1, code that is not
|
||||
included in this chapter for the perfectly good reason that it is slower
|
||||
in most cases than **REPNZ SCASB.** I say this casually now, but not so
|
||||
yesterday, when I had all but concluded that Boyer-Moore was simply
|
||||
inferior on the x86, due to two architectural quirks: the string
|
||||
instructions and slow branch. I had even coined a neat phrase for it:
|
||||
Architecture is destiny. Has a nice ring, doesn’t it?
|
||||
Architecture is destiny. Has a nice ring, doesn't it?
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
[Previous](14-02.html) [Table of Contents](index.html) [Next](14-04.html)
|
||||
|
|
|
|||
40
14-04.md
40
14-04.md
|
|
@ -30,13 +30,13 @@
|
|||
/* Create the table of distances by which to skip ahead on
|
||||
mismatches for every possible byte value */
|
||||
/* Initialize all skips to the pattern length; this is the skip
|
||||
distance for bytes that don’t appear in the pattern */
|
||||
distance for bytes that don't appear in the pattern */
|
||||
for (i = 0; i < 256; i++) SkipTable[i] = PatternLength;
|
||||
/*Set the skip values for the bytes that do appear in the pattern
|
||||
to the distance from the byte location to the end of the
|
||||
pattern. When there are multiple instances of the same byte,
|
||||
the rightmost instance’s skip value is used. Note that the
|
||||
rightmost byte of the pattern isn’t entered in the skip table;
|
||||
the rightmost instance's skip value is used. Note that the
|
||||
rightmost byte of the pattern isn't entered in the skip table;
|
||||
if we get that value for a mismatch, we know for sure that the
|
||||
right end of the pattern has already passed the mismatch
|
||||
location, so this is not a relevant byte for skipping purposes */
|
||||
|
|
@ -61,27 +61,27 @@
|
|||
/* Compare the pattern and the buffer location, searching from
|
||||
high memory toward low (right to left) */
|
||||
while (*WorkingPatternPtr— == *WorkingBufferPtr—) {
|
||||
/* If we’ve matched the entire pattern, it’s a match */
|
||||
/* If we've matched the entire pattern, it's a match */
|
||||
if (-CompCount == 0)
|
||||
/* Return a pointer to the start of the match location */
|
||||
return(BufferPtr - PatternLength + 1);
|
||||
}
|
||||
/* It’s a mismatch; let’s see what we can learn from it */
|
||||
/* It's a mismatch; let's see what we can learn from it */
|
||||
WorkingBufferPtr++; /* point back to the mismatch location */
|
||||
/* # of bytes that did match */
|
||||
DistanceMatched = BufferPtr - WorkingBufferPtr;
|
||||
/*If, based on the mismatch character, we can’t even skip ahead
|
||||
/*If, based on the mismatch character, we can't even skip ahead
|
||||
as far as where we started this particular comparison, then
|
||||
just advance by 1 to the next potential match; otherwise,
|
||||
skip ahead from the mismatch location by the skip distance
|
||||
for the mismatch character */
|
||||
if (SkipTable[*WorkingBufferPtr] <= DistanceMatched)
|
||||
Skip = 1; /* skip doesn’t do any good, advance by 1 */
|
||||
Skip = 1; /* skip doesn't do any good, advance by 1 */
|
||||
else
|
||||
/* Use skip value, accounting for distance covered by the
|
||||
partial match */
|
||||
Skip = SkipTable[*WorkingBufferPtr] - DistanceMatched;
|
||||
/* If skipping ahead would exhaust the buffer, we’re done
|
||||
/* If skipping ahead would exhaust the buffer, we're done
|
||||
without a match */
|
||||
if (Skip >= BufferLength) return(NULL);
|
||||
/* Skip ahead and perform the next comparison */
|
||||
|
|
@ -113,48 +113,48 @@
|
|||
int Handle;
|
||||
unsigned int WorkingLength;
|
||||
|
||||
printf(“File to search:”);
|
||||
printf("File to search:");
|
||||
gets(Filename);
|
||||
printf(“Pattern for which to search:”);
|
||||
printf("Pattern for which to search:");
|
||||
gets(Pattern);
|
||||
|
||||
if ( (Handle = open(Filename, O_RDONLY | O_BINARY)) == -1 ) {
|
||||
printf(“Can’t open file: %s\n”, Filename); exit(1);
|
||||
printf("Can't open file: %s\n", Filename); exit(1);
|
||||
}
|
||||
/* Get memory in which to buffer the data */
|
||||
if ( (TestBuffer=(unsigned char *)malloc(BUFFER_SIZE+1)) == NULL) {
|
||||
printf(“Can’t get enough memory\n”); exit(1);
|
||||
printf("Can't get enough memory\n"); exit(1);
|
||||
}
|
||||
/* Process a BUFFER_SIZE chunk */
|
||||
if ( (int)(WorkingLength =
|
||||
read(Handle, TestBuffer, BUFFER_SIZE)) == -1 ) {
|
||||
printf(“Error reading file %s\n”, Filename); exit(1);
|
||||
printf("Error reading file %s\n", Filename); exit(1);
|
||||
}
|
||||
TestBuffer[WorkingLength] = 0; /* 0-terminate buffer for printf */
|
||||
/* Search for the pattern and report the results */
|
||||
if ((MatchPtr = FindString(TestBuffer, WorkingLength, Pattern,
|
||||
(unsigned int) strlen(Pattern))) == NULL) {
|
||||
/* Pattern wasn’t found */
|
||||
printf(“\“%s\” not found\n”, Pattern);
|
||||
/* Pattern wasn't found */
|
||||
printf("\"%s\" not found\n", Pattern);
|
||||
} else {
|
||||
/* Pattern was found. Zero-terminate TempBuffer; strncpy
|
||||
won’t do it if DISPLAY_LENGTH characters are copied */
|
||||
won't do it if DISPLAY_LENGTH characters are copied */
|
||||
TempBuffer[DISPLAY_LENGTH] = 0;
|
||||
printf(“\“%s\” found. Next %d characters at match:\n\”%s\“\n”,
|
||||
printf("\"%s\" found. Next %d characters at match:\n\"%s\"\n",
|
||||
Pattern, DISPLAY_LENGTH,
|
||||
strncpy(TempBuffer, MatchPtr, DISPLAY_LENGTH));
|
||||
}
|
||||
exit(0);
|
||||
}
|
||||
|
||||
Well, architecture carries a lot of weight, but it sure as heck isn’t
|
||||
Well, architecture carries a lot of weight, but it sure as heck isn't
|
||||
destiny. I had simply fallen into the trap of figuring that the
|
||||
algorithm was so clever that I didn’t have to do any thinking myself.
|
||||
algorithm was so clever that I didn't have to do any thinking myself.
|
||||
The path leading to **REPNZ SCASB** from the original brute-force
|
||||
approach of **REPZ CMPSB** at every location had been based on my
|
||||
observation that the first character comparison at each buffer location
|
||||
usually fails. Why not apply the same concept to Boyer-Moore? Listing
|
||||
14.3 is just like the standard implementation—except that it’s optimized
|
||||
14.3 is just like the standard implementation—except that it's optimized
|
||||
to handle a first-comparison mismatch as quickly as possible in the loop
|
||||
at **QuickSearchLoop**, much as **REPNZ SCASB** optimizes
|
||||
first-comparison mismatches for the brute-force approach. The results in
|
||||
|
|
|
|||
26
14-05.md
26
14-05.md
|
|
@ -28,14 +28,14 @@
|
|||
public _FindString
|
||||
_FindString proc near
|
||||
cld
|
||||
push bp ;preserve caller’s stack frame
|
||||
push bp ;preserve caller's stack frame
|
||||
mov bp,sp ;point to our stack frame
|
||||
push si ;preserve caller’s register variables
|
||||
push si ;preserve caller's register variables
|
||||
push di
|
||||
sub sp,256*2 ;allocate space for SkipTable
|
||||
; Create the table of distances by which to skip ahead on mismatches
|
||||
; for every possible byte value. First, initialize all skips to the
|
||||
; pattern length; this is the skip distance for bytes that don’t
|
||||
; pattern length; this is the skip distance for bytes that don't
|
||||
; appear in the pattern.
|
||||
mov ax,[bp+PatternLength]
|
||||
and ax,ax ;return an instant match if the pattern is
|
||||
|
|
@ -57,8 +57,8 @@
|
|||
; Set the skip values for the bytes that do appear in the pattern to
|
||||
; the distance from the byte location to the end of the pattern.
|
||||
; When there are multiple instances of the same byte, the rightmost
|
||||
; instance’s skip value is used. Note that the rightmost byte of the
|
||||
; pattern isn’t entered in the skip table; if we get that value for
|
||||
; instance's skip value is used. Note that the rightmost byte of the
|
||||
; pattern isn't entered in the skip table; if we get that value for
|
||||
; a mismatch, we know for sure that the right end of the pattern has
|
||||
; already passed the mismatch location, so this is not a relevant byte
|
||||
; for skipping purposes.
|
||||
|
|
@ -85,7 +85,7 @@
|
|||
mov cx,[bp+BufferLength] ;# of match locations to check
|
||||
SearchLoop:
|
||||
mov si,sp ;point SI to SkipTable
|
||||
; Skip through until there’s a match for the rightmost pattern byte.
|
||||
; Skip through until there's a match for the rightmost pattern byte.
|
||||
QuickSearchLoop:
|
||||
mov bl,[di] ;rightmost buffer byte at this location
|
||||
cmp dl,bl ;does it match the rightmost pattern byte?
|
||||
|
|
@ -114,14 +114,14 @@
|
|||
mov si,[bp+PatternPtr] ;point to next-to-rightmost bytes
|
||||
dec di ; of buffer location and pattern
|
||||
repz cmpsb ;compare the rest of the pattern
|
||||
jz Match ;that’s it; we’ve found a match
|
||||
; It’s a mismatch; let’s see what we can learn from it.
|
||||
jz Match ;that's it; we've found a match
|
||||
; It's a mismatch; let's see what we can learn from it.
|
||||
inc di ;compensate for 1-byte overrun of REPZ CMPSB;
|
||||
; point to mismatch location in buffer
|
||||
; # of bytes that did match.
|
||||
mov si,[bp+BufferPtr]
|
||||
sub si,di
|
||||
; If, based on the mismatch character, we can’t even skip ahead as far
|
||||
; If, based on the mismatch character, we can't even skip ahead as far
|
||||
; as where we started this particular comparison, then just advance by
|
||||
; 1 to the next potential match; otherwise, skip ahead from this
|
||||
; comparison location by the skip distance for the mismatch character,
|
||||
|
|
@ -131,14 +131,14 @@
|
|||
add bx,bx ;prepare for word look-up
|
||||
add bx,sp ;SP points to SkipTable
|
||||
mov cx,[bx] ;get the skip value for this mismatch
|
||||
mov ax,1 ;assume we’ll just advance to the next
|
||||
mov ax,1 ;assume we'll just advance to the next
|
||||
; potential match location
|
||||
sub cx,si ;is the skip far enough to be worth taking?
|
||||
jna MoveAhead ;no, go with the default advance of 1
|
||||
mov ax,cx ;yes; this is the distance to skip ahead from
|
||||
; the last potential match location checked
|
||||
MoveAhead:
|
||||
; Skip ahead and perform the next comparison, if there’s any buffer
|
||||
; Skip ahead and perform the next comparison, if there's any buffer
|
||||
; left to check.
|
||||
mov di,[bp+BufferPtr]
|
||||
add di,ax ;BufferPtr += Skip;
|
||||
|
|
@ -158,9 +158,9 @@
|
|||
Done:
|
||||
cld ;restore default direction flag
|
||||
add sp,256*2 ;deallocate space for SkipTable
|
||||
pop di ;restore caller’s register variables
|
||||
pop di ;restore caller's register variables
|
||||
pop si
|
||||
pop bp ;restore caller’s stack frame
|
||||
pop bp ;restore caller's stack frame
|
||||
ret
|
||||
_FindString endp
|
||||
end
|
||||
|
|
|
|||
36
14-06.md
36
14-06.md
|
|
@ -9,12 +9,12 @@ good as or better than—sometimes *much* better than—brute-force
|
|||
searching. (For short patterns, you might want to use **REPNZ SCASB,**
|
||||
thereby getting the best of both worlds.)
|
||||
|
||||
Know your data and use your smarts. Don’t stop thinking just because
|
||||
you’re implementing a big-name algorithm; you know more than it does.
|
||||
Know your data and use your smarts. Don't stop thinking just because
|
||||
you're implementing a big-name algorithm; you know more than it does.
|
||||
|
||||
### Further Optimization of Boyer-Moore {#Heading6}
|
||||
|
||||
We can do substantially better yet than Listing 14.3 if we’re willing to
|
||||
We can do substantially better yet than Listing 14.3 if we're willing to
|
||||
accept tighter limits on the data. Limiting the length of the
|
||||
searched-for pattern to a maximum of 255 bytes allows us to use the
|
||||
**XLAT** instruction and generally tighten the critical loop. (Be aware,
|
||||
|
|
@ -35,7 +35,7 @@ about 60 percent faster than Listing 14.3.
|
|||
; Requires that the pattern be no longer than 255 bytes, and that
|
||||
; there be a match for the pattern somewhere in the buffer (ie., a
|
||||
; copy of the pattern should be placed as a sentinel at the end of
|
||||
; the buffer if the pattern isn’t already known to be in the buffer).
|
||||
; the buffer if the pattern isn't already known to be in the buffer).
|
||||
; Tested with TASM.
|
||||
; C near-callable as:
|
||||
; unsigned char * FindString(unsigned char * BufferPtr,
|
||||
|
|
@ -58,14 +58,14 @@ about 60 percent faster than Listing 14.3.
|
|||
public _FindString
|
||||
_FindString proc near
|
||||
cld
|
||||
push bp ;preserve caller’s stack frame
|
||||
push bp ;preserve caller's stack frame
|
||||
mov bp,sp ;point to our stack frame
|
||||
push si ;preserve caller’s register variables
|
||||
push si ;preserve caller's register variables
|
||||
push di
|
||||
sub sp,256 ;allocate space for SkipTable
|
||||
; Create the table of distances by which to skip ahead on mismatches
|
||||
; for every possible byte value. First, initialize all skips to the
|
||||
; pattern length; this is the skip distance for bytes that don’t
|
||||
; pattern length; this is the skip distance for bytes that don't
|
||||
; appear in the pattern.
|
||||
mov di,ds
|
||||
mov es,di ;ES=DS=SS
|
||||
|
|
@ -106,7 +106,7 @@ about 60 percent faster than Listing 14.3.
|
|||
mov bx,sp ;point to SkipTable for XLAT
|
||||
SearchLoop:
|
||||
sub ah,ah ;used to convert AL to a word
|
||||
; Skip through until there’s a match for the first pattern byte.
|
||||
; Skip through until there's a match for the first pattern byte.
|
||||
QuickSearchLoop:
|
||||
; See if we have a match at the first buffer location.
|
||||
REPT 8 ;unroll loop 8 times to reduce branching
|
||||
|
|
@ -132,21 +132,21 @@ about 60 percent faster than Listing 14.3.
|
|||
dec di ;point to next destination byte to compare (SI
|
||||
; points to next-to-rightmost source byte)
|
||||
repz cmpsb ;compare the rest of the pattern
|
||||
jz Match ;that’s it; we’ve found a match
|
||||
; It’s a mismatch; let’s see what we can learn from it.
|
||||
jz Match ;that's it; we've found a match
|
||||
; It's a mismatch; let's see what we can learn from it.
|
||||
inc di ;compensate for 1-byte overrun of REPZ CMPSB;
|
||||
; point to mismatch location in buffer
|
||||
; # of bytes that did match.
|
||||
mov si,[bp+BufferPtr]
|
||||
sub si,di
|
||||
; If, based on the mismatch character, we can’t even skip ahead as far
|
||||
; If, based on the mismatch character, we can't even skip ahead as far
|
||||
; as where we started this particular comparison, then just advance by
|
||||
; 1 to the next potential match; otherwise, skip ahead from this
|
||||
; comparison location by the skip distance for the mismatch character,
|
||||
; less the distance covered by the partial match.
|
||||
mov al,[di] ;get the value of the mismatch byte in buffer
|
||||
xlat ;get the skip value for this mismatch
|
||||
mov cx,1 ;assume we’ll just advance to the next
|
||||
mov cx,1 ;assume we'll just advance to the next
|
||||
; potential match location
|
||||
sub ax,si ;is the skip far enough to be worth taking?
|
||||
jna MoveAhead ;no, go with the default advance of 1
|
||||
|
|
@ -167,9 +167,9 @@ about 60 percent faster than Listing 14.3.
|
|||
Done:
|
||||
cld ;restore default direction flag
|
||||
add sp,256 ;deallocate space for SkipTable
|
||||
pop di ;restore caller’s register variables
|
||||
pop di ;restore caller's register variables
|
||||
pop si
|
||||
pop bp ;restore caller’s stack frame
|
||||
pop bp ;restore caller's stack frame
|
||||
ret
|
||||
_FindString endp
|
||||
end
|
||||
|
|
@ -182,15 +182,15 @@ it as a parameter.
|
|||
|
||||
### Know What You Know {#Heading7}
|
||||
|
||||
Here we’ve turned up our nose at a repeated string instruction, we’ve
|
||||
gone against the grain by comparing backward, and yet we’ve speeded up
|
||||
Here we've turned up our nose at a repeated string instruction, we've
|
||||
gone against the grain by comparing backward, and yet we've speeded up
|
||||
our code quite a bit. All this without any restrictions or special
|
||||
requirements (excluding Listing 14.4)—and without any new information.
|
||||
Everything we needed was sitting there all along; we just needed to
|
||||
think to look at it.
|
||||
|
||||
As Yogi Berra might put it, “You don’t know what you know until you know
|
||||
it.”
|
||||
As Yogi Berra might put it, "You don't know what you know until you know
|
||||
it."
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
[Previous](14-05.html) [Table of Contents](index.html) [Next](15-01.html)
|
||||
|
|
|
|||
46
15-01.md
46
15-01.md
|
|
@ -11,9 +11,9 @@ Chapter 15\
|
|||
After 21 years, this story still makes me wince. Oh, the humiliations I
|
||||
suffer for your enlightenment....
|
||||
|
||||
It wasn’t until ninth grade that I had my first real girlfriend. Okay,
|
||||
It wasn't until ninth grade that I had my first real girlfriend. Okay,
|
||||
maybe I was a little socially challenged as a kid, but hey, show me a
|
||||
good programmer who wasn’t; it goes with the territory. Her name was
|
||||
good programmer who wasn't; it goes with the territory. Her name was
|
||||
Jeannie Schweigert, and she was about four feet tall, pretty enough, and
|
||||
female—and willing to go out with me, which made her approximately as
|
||||
attractive as Cheryl Tiegs, in my book.
|
||||
|
|
@ -21,13 +21,13 @@ attractive as Cheryl Tiegs, in my book.
|
|||
Jeannie and I hung out together at school, and went to basketball games
|
||||
and a few parties together, but somehow the two of us were never alone.
|
||||
Being 14, neither of us could drive, so her parents tended to end up
|
||||
chauffeuring us. That’s a next-to-ideal arrangement, I now realize,
|
||||
chauffeuring us. That's a next-to-ideal arrangement, I now realize,
|
||||
having a daughter of my own (ideal being exiling all males between the
|
||||
ages of 12 and 18 to Tasmania), but at the time, it drove me nuts. You
|
||||
see...ahem...I had never actually kissed Jeannie—or anyone, for that
|
||||
matter, unless you count maiden aunts and the like—and I was dying to.
|
||||
At the same time, I was terrified at the prospect. What if I turned out
|
||||
to be no good at it? It wasn’t as if I could go to Kisses ‘R’ Us and
|
||||
to be no good at it? It wasn't as if I could go to Kisses ‘R' Us and
|
||||
take lessons.
|
||||
|
||||
My long-awaited opportunity finally came after a basketball game. For a
|
||||
|
|
@ -46,27 +46,27 @@ try, though, I did manage to get the hang of this kissing business, and
|
|||
eventually even went on to have a child. (Not with Jeannie, I might add;
|
||||
the mind boggles at the mess I could have made of *that* with her.) As
|
||||
it turns out, none of that stuff is particularly difficult; in fact,
|
||||
it’s kind of enjoyable, wink, wink, say no more.
|
||||
it's kind of enjoyable, wink, wink, say no more.
|
||||
|
||||
When you’re dealing with something new, a little knowledge goes a long
|
||||
When you're dealing with something new, a little knowledge goes a long
|
||||
way. When it comes to kissing, we have to fumble along the learning
|
||||
curve on our own, but there are all sorts of resources to help speed up
|
||||
the learning process when it comes to programming. The basic mechanisms
|
||||
of programming—searches, sorts, parsing, and the like—are
|
||||
well-understood and superbly well-documented. Treat yourself to a book
|
||||
like *Algorithms,* by Robert Sedgewick (Addison Wesley), or Knuth’s *The
|
||||
like *Algorithms,* by Robert Sedgewick (Addison Wesley), or Knuth's *The
|
||||
Art of Computer Programming* series (also from Addison Wesley; and where
|
||||
was Knuth with *The Art of Kissing* when I needed him?), or practically
|
||||
anything by Jon Bentley, and when you tackle a new area, give yourself a
|
||||
head start. There’s still plenty of room for inventiveness and
|
||||
head start. There's still plenty of room for inventiveness and
|
||||
creativity on your part, but why not apply that energy on top of the
|
||||
knowledge that’s already been gained, instead of reinventing the wheel?
|
||||
knowledge that's already been gained, instead of reinventing the wheel?
|
||||
I know, reinventing the wheel is just the kind of challenge programmers
|
||||
love—but can you really afford to waste the time? And do you honestly
|
||||
think that you’re so smart that you can out-think Knuth, who’s spent a
|
||||
think that you're so smart that you can out-think Knuth, who's spent a
|
||||
lifetime at this stuff and happens to be a genius?
|
||||
|
||||
Maybe you can—but I sure can’t. For example, consider the evolution of
|
||||
Maybe you can—but I sure can't. For example, consider the evolution of
|
||||
my understanding of linked lists.
|
||||
|
||||
### Linked Lists {#Heading3}
|
||||
|
|
@ -85,12 +85,12 @@ nodes; and an inability to backtrack, unless doubly-linked lists are
|
|||
used. Unfortunately, doubly linked lists need more memory, as well as
|
||||
processing time to maintain the backward links.
|
||||
|
||||
Linked lists aren’t very good for most types of sorts. Insertion and
|
||||
Linked lists aren't very good for most types of sorts. Insertion and
|
||||
bubble sorts work fine, but more sophisticated sorts depend on efficient
|
||||
random access, which linked lists don’t provide. Likewise, you wouldn’t
|
||||
random access, which linked lists don't provide. Likewise, you wouldn't
|
||||
want to do a binary search on a linked list. On the other hand, linked
|
||||
lists are ideal for applications where nothing more than sequential
|
||||
access is needed to data that’s always sorted or nearly sorted.
|
||||
access is needed to data that's always sorted or nearly sorted.
|
||||
|
||||
Consider a polygon fill function, for example. Polygon edges are added
|
||||
to the active edge list in x-sorted order, and tend to stay pretty
|
||||
|
|
@ -100,15 +100,15 @@ best. Moreover, linked lists are straightforward to implement, and with
|
|||
linked lists an arbitrary number of polygon edges can be handled with no
|
||||
fuss. All in all, linked lists work beautifully for filling polygons.
|
||||
For an example of the use of linked lists in polygon filling, see my
|
||||
column in the May 1991 issue of *Dr. Dobb’s Journal.* Be warned, though,
|
||||
column in the May 1991 issue of *Dr. Dobb's Journal.* Be warned, though,
|
||||
that none of the following optimizations are to be found in that column.
|
||||
|
||||
You see, that column was my first heavy-duty use of linked lists, and
|
||||
they seemed so simple that I didn’t even open Sedgewick or Knuth. For
|
||||
hashing or Boyer-Moore searching, sure, I’d have done my homework first;
|
||||
they seemed so simple that I didn't even open Sedgewick or Knuth. For
|
||||
hashing or Boyer-Moore searching, sure, I'd have done my homework first;
|
||||
but linked lists seemed too obvious to bother. I was much more concerned
|
||||
with the polygon-related aspects of the implementation, and, in truth, I
|
||||
gave the linked list implementation not a moment’s thought before I
|
||||
gave the linked list implementation not a moment's thought before I
|
||||
began coding. Heck, I had handled *much* tougher programming problems in
|
||||
the past; surely it would be faster to figure this one out on my own
|
||||
than to look it up.
|
||||
|
|
@ -125,18 +125,18 @@ perspective, however, there are serious flaws with this model.
|
|||
|
||||
The fundamental problem is that the model of Figure 15.1 unnecessarily
|
||||
complicates link manipulation. In order to delete a node, for example,
|
||||
you must change the preceding node’s **NextNode** pointer to point to
|
||||
you must change the preceding node's **NextNode** pointer to point to
|
||||
the following node, as shown in Listing 15.1. (Listing 15.2 is the
|
||||
header file LLIST.H, which is **\#include**d by all the linked list
|
||||
listings in this chapter.) Easy enough—unless the preceding node happens
|
||||
to be the head pointer, which doesn’t *have* a **NextNode** field,
|
||||
because it’s not a node, so Listing 15.1 won’t work. Cumbersome special
|
||||
to be the head pointer, which doesn't *have* a **NextNode** field,
|
||||
because it's not a node, so Listing 15.1 won't work. Cumbersome special
|
||||
code and extra information (a pointer to the head of the list) are
|
||||
required to handle the head-pointer case, as shown in Listing 15.3.
|
||||
(I’ll grant you that if you make the next-node pointer the first field
|
||||
(I'll grant you that if you make the next-node pointer the first field
|
||||
in the **LinkNode** structure, at offset 0, then you could successfully
|
||||
point to the head pointer and pretend it was a **LinkNode**
|
||||
structure—but that’s an ugly and potentially dangerous trick, and we’ll
|
||||
structure—but that's an ugly and potentially dangerous trick, and we'll
|
||||
see a better approach next.)
|
||||
|
||||
\
|
||||
|
|
|
|||
28
15-02.md
28
15-02.md
|
|
@ -9,7 +9,7 @@
|
|||
the head-of-list pointer is required. Returns the same pointer
|
||||
that was passed in. */
|
||||
|
||||
#include “llist.h”
|
||||
#include "llist.h"
|
||||
struct LinkNode *DeleteNodeAfter(struct LinkNode *NodeToDeleteAfter)
|
||||
{
|
||||
NodeToDeleteAfter->NextNode =
|
||||
|
|
@ -41,7 +41,7 @@
|
|||
indicated node. List is headed by a head-of-list pointer; if the
|
||||
pointer to the node to delete after points to the head-of-list
|
||||
pointer, special handling is performed. */
|
||||
#include “llist.h”
|
||||
#include "llist.h"
|
||||
struct LinkNode *DeleteNodeAfter(struct LinkNode **HeadOfListPtr,
|
||||
struct LinkNode *NodeToDeleteAfter)
|
||||
{
|
||||
|
|
@ -56,7 +56,7 @@
|
|||
return(NodeToDeleteAfter);
|
||||
}
|
||||
|
||||
However, it is true that if you’re going to store a variety of types of
|
||||
However, it is true that if you're going to store a variety of types of
|
||||
structures in your linked lists, you should start each node with the
|
||||
**LinkNode** field. That way, the link pointer is in the same place in
|
||||
*every* structure, and the same linked list code can handle all of the
|
||||
|
|
@ -65,18 +65,18 @@ This is a less than elegant approach, but it works. C++ can handle data
|
|||
mixing more cleanly than C, via derivation from a base link-node class.
|
||||
|
||||
Note that Listings 15.1 and 15.3 have to specify the linked-list delete
|
||||
operation as “delete the *next* node,” rather than “delete this node,”
|
||||
because in order to relink it’s necessary to access the **NextNode**
|
||||
field of the node preceding the node to be deleted, and it’s impossible
|
||||
operation as "delete the *next* node," rather than "delete this node,"
|
||||
because in order to relink it's necessary to access the **NextNode**
|
||||
field of the node preceding the node to be deleted, and it's impossible
|
||||
to backtrack in a singly linked list. For this reason, singly-linked
|
||||
list operations tend to work with the structure preceding the one of
|
||||
interest—and that makes the problem of having to special-case the head
|
||||
pointer all the more acute.
|
||||
|
||||
Similar problems with the head pointer crop up when you’re inserting
|
||||
nodes, and in fact in all link manipulation code. It’s easy to end up
|
||||
Similar problems with the head pointer crop up when you're inserting
|
||||
nodes, and in fact in all link manipulation code. It's easy to end up
|
||||
working with either pointers to pointers or lots of special-case code,
|
||||
and while those approaches work, they’re inelegant and inefficient.
|
||||
and while those approaches work, they're inelegant and inefficient.
|
||||
|
||||
### Dummies and Sentinels {#Heading4}
|
||||
|
||||
|
|
@ -84,13 +84,13 @@ A far better approach is to use a *dummy node* for the head of the list,
|
|||
as shown in Figure 15.2. I invented this one for myself the next time I
|
||||
encountered linked lists, while designing a seed fill function for
|
||||
MetaWindows, back during my tenure at Metagraphics Corp. But I could
|
||||
have learned it by spending five minutes with Sedgewick’s book.
|
||||
have learned it by spending five minutes with Sedgewick's book.
|
||||
|
||||
\
|
||||
**Figure 15.2** *Using a dummy head and tail node with a linked list.*
|
||||
|
||||
------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *The next-node pointer of the head node, which points to the first real node, is the only part of the head node that’s actually used. This way the same code works on the head node as on the rest of the list, so there are no special cases.*
|
||||
 *The next-node pointer of the head node, which points to the first real node, is the only part of the head node that's actually used. This way the same code works on the head node as on the rest of the list, so there are no special cases.*
|
||||
------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
Likewise, there should be a separate node for the tail of the list, so
|
||||
|
|
@ -120,7 +120,7 @@ value has to perform two tests in the inner loop, as shown in Listing
|
|||
NULL pointer if no such value was found. Assumes the list is
|
||||
terminated with a tail node pointing to itself as the next node. */
|
||||
#include <stdio.h>
|
||||
#include “llist.h”
|
||||
#include "llist.h"
|
||||
struct LinkNode *FindNodeBeforeValueNotLess(
|
||||
struct LinkNode *HeadOfListNode, int SearchValue)
|
||||
{
|
||||
|
|
@ -140,10 +140,10 @@ value has to perform two tests in the inner loop, as shown in Listing
|
|||
Suppose, however, that we make the tail node a *sentinel* by giving it a
|
||||
value that is guaranteed to terminate the search, as shown in Figure
|
||||
15.4. The list in Figure 15.4 has a sentinel with a value field of
|
||||
32,767; since we’re working with integers, that’s the highest possible
|
||||
32,767; since we're working with integers, that's the highest possible
|
||||
search value, and is guaranteed to satisfy any search that comes down
|
||||
the pike. The success or failure of the search can then be determined
|
||||
outside the loop, if necessary, by checking for the tail node’s special
|
||||
outside the loop, if necessary, by checking for the tail node's special
|
||||
pointer—but the inside of the loop is streamlined to just one test, as
|
||||
shown in Listing 15.5. Not all linked lists lend themselves to
|
||||
sentinels, but the performance benefits are considerable for those lend
|
||||
|
|
|
|||
18
15-03.md
18
15-03.md
|
|
@ -12,7 +12,7 @@
|
|||
containing the largest possible Value field setting and pointing
|
||||
to itself as the next node. */
|
||||
#include <stdio.h>
|
||||
#include “llist.h”
|
||||
#include "llist.h"
|
||||
struct LinkNode *FindNodeBeforeValueNotLess(
|
||||
struct LinkNode *HeadOfListNode, int SearchValue)
|
||||
{
|
||||
|
|
@ -35,19 +35,19 @@ One minor but elegant refinement yet remains: Use a single node as both
|
|||
the head *and* the tail of the list. We can do this by connecting the
|
||||
last node back to the first through the head/tail node in a circular
|
||||
fashion, as shown in Figure 15.5. This head/tail node can also, of
|
||||
course, be a sentinel; when it’s necessary to check for the end of the
|
||||
course, be a sentinel; when it's necessary to check for the end of the
|
||||
list explicitly, that can be done by comparing the current node pointer
|
||||
to the head pointer. If they’re equal, you’re at the head/tail node.
|
||||
to the head pointer. If they're equal, you're at the head/tail node.
|
||||
|
||||
Why am I so fond of this circular list architecture? For one thing, it
|
||||
saves a node, and most of my linked list programming has been done in
|
||||
severely memory-constrained environments. Mostly, though, it’s just so
|
||||
*neat;* with this setup, there’s not a single node or inner-loop
|
||||
severely memory-constrained environments. Mostly, though, it's just so
|
||||
*neat;* with this setup, there's not a single node or inner-loop
|
||||
instruction wasted. Perfect economy of programming, if you ask me.
|
||||
|
||||
I must admit that I racked my brains for quite a while to come up with
|
||||
the circular list, simple as it may seem. Shortly after coming up with
|
||||
it, I happened to look in Sedgewick’s book, only to find my nifty
|
||||
it, I happened to look in Sedgewick's book, only to find my nifty
|
||||
optimization described plain as day; and a little while after *that,* I
|
||||
came across a thread in the algorithms/computer.sci topic on BIX that
|
||||
described it in considerable detail. Folks, the information is out
|
||||
|
|
@ -65,7 +65,7 @@ illustrates the use of the linked-list functions in Listings 15.1 and
|
|||
|
||||
Contrast Figure 15.5 with Figure 15.1, and Listings 15.1, 15.5, 15.6,
|
||||
and 15.7 with Listings 15.3 and 15.4. Yes, linked lists are simple, but
|
||||
not so simple that a little knowledge doesn’t make a substantial
|
||||
not so simple that a little knowledge doesn't make a substantial
|
||||
difference. Make it a habit to read Knuth or Sedgewick or the like
|
||||
before you write a single line of code.
|
||||
|
||||
|
|
@ -82,7 +82,7 @@ before you write a single line of code.
|
|||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include “llist.h”
|
||||
#include "llist.h"
|
||||
/* Initializes an empty linked list of LinkNode structures,
|
||||
consisting of a single head/tail/sentinel node, and returns a
|
||||
pointer to the list. Returns NULL for failure. */
|
||||
|
|
@ -94,7 +94,7 @@ before you write a single line of code.
|
|||
return(NULL);
|
||||
Sentinel->NextNode = Sentinel;
|
||||
Sentinel->Value = SENTINEL;
|
||||
strcpy(Sentinel->Text, “*** sentinel ***”);
|
||||
strcpy(Sentinel->Text, "*** sentinel ***");
|
||||
return(Sentinel);
|
||||
}
|
||||
|
||||
|
|
|
|||
58
15-04.md
58
15-04.md
|
|
@ -72,7 +72,7 @@
|
|||
#include <conio.h>
|
||||
#include <ctype.h>
|
||||
#include <string.h>
|
||||
#include “llist.h”
|
||||
#include "llist.h"
|
||||
|
||||
void main()
|
||||
{ int Done = 0, Char, TempValue;
|
||||
|
|
@ -80,60 +80,60 @@
|
|||
char TempBuffer[MAX_TEXT_LENGTH+3];
|
||||
|
||||
if ((ListPtr = InitLinkedList()) == NULL) {
|
||||
printf(“Out of memory\n”);
|
||||
printf("Out of memory\n");
|
||||
exit(1);
|
||||
}
|
||||
while (!Done) {
|
||||
printf(“\nA=add; D=delete; F=find; L=list all; Q=quit\n>”);
|
||||
printf("\nA=add; D=delete; F=find; L=list all; Q=quit\n>");
|
||||
Char = toupper(getche());
|
||||
printf(“\n”);
|
||||
printf("\n");
|
||||
switch (Char) {
|
||||
case 'A': /* add a node */
|
||||
if ((TempPtr = malloc(sizeof(struct LinkNode))) == NULL)
|
||||
{
|
||||
printf(“Out of memory\n );
|
||||
printf("Out of memory\n );
|
||||
exit(1);
|
||||
}
|
||||
printf(“Node value: ”);
|
||||
scanf(“%d”, &TempPtr->Value);
|
||||
printf("Node value: ");
|
||||
scanf("%d", &TempPtr->Value);
|
||||
if ((FindNodeBeforeValue(ListPtr,TempPtr->Value))!=NULL)
|
||||
{ printf(“*** value already in list; try again ***\n”);
|
||||
{ printf("*** value already in list; try again ***\n");
|
||||
free(TempPtr);
|
||||
} else {printf(“Node text: ”);
|
||||
} else {printf("Node text: ");
|
||||
TempBuffer[0] = MAX_TEXT_LENGTH;
|
||||
cgets(TempBuffer);
|
||||
strcpy(TempPtr->Text, &TempBuffer[2]);
|
||||
InsertNodeSorted(ListPtr, TempPtr);
|
||||
printf(“\n”);
|
||||
printf("\n");
|
||||
}
|
||||
break;
|
||||
case 'D': /* delete a node */
|
||||
printf(“Value field of node to delete: ”);
|
||||
scanf(“%d”, &TempValue);
|
||||
printf("Value field of node to delete: ");
|
||||
scanf("%d", &TempValue);
|
||||
if ((TempPtr = FindNodeBeforeValue(ListPtr, TempValue))
|
||||
!= NULL) {
|
||||
TempPtr2 = TempPtr->NextNode; /* -> node to delete */
|
||||
DeleteNodeAfter(TempPtr); /* delete it */
|
||||
free(TempPtr2); /* free its memory */
|
||||
} else {
|
||||
printf(“*** no such value field in list ***\n”)
|
||||
printf("*** no such value field in list ***\n")
|
||||
break;
|
||||
case 'F': /* find a node */
|
||||
printf(“Value field of node to find: ”);
|
||||
scanf(“%d”, &TempValue);
|
||||
printf("Value field of node to find: ");
|
||||
scanf("%d", &TempValue);
|
||||
if ((TempPtr = FindNodeBeforeValue(ListPtr, TempValue))
|
||||
!= NULL)
|
||||
printf(“Value: %d\nText: %s\n”,
|
||||
printf("Value: %d\nText: %s\n",
|
||||
TempPtr->NextNode->Value, TempPtr->NextNode->Text);
|
||||
else
|
||||
printf(“*** no such value field in list ***\n”);
|
||||
printf("*** no such value field in list ***\n");
|
||||
break;
|
||||
case 'L': /* list all nodes */
|
||||
TempPtr = ListPtr->NextNode; /* point to first node */
|
||||
if (TempPtr == ListPtr) { /* empty if at sentinel */
|
||||
printf(“*** List is empty ***\n”);
|
||||
printf("*** List is empty ***\n");
|
||||
} else {
|
||||
do {printf(“Value: %d\n Text: %s\n”, TempPtr->Value,
|
||||
do {printf("Value: %d\n Text: %s\n", TempPtr->Value,
|
||||
TempPtr->Text);
|
||||
TempPtr = TempPtr->NextNode;
|
||||
} while (TempPtr != ListPtr);
|
||||
|
|
@ -150,8 +150,8 @@
|
|||
|
||||
### Hi/Lo in 24 Bytes {#Heading6}
|
||||
|
||||
In one of my *PC TECHNIQUES* “Pushing the Envelope” columns, I passed
|
||||
along one of David Stafford’s fiendish programming puzzles: Write a
|
||||
In one of my *PC TECHNIQUES* "Pushing the Envelope" columns, I passed
|
||||
along one of David Stafford's fiendish programming puzzles: Write a
|
||||
C-callable function to find the greatest or smallest unsigned **int**.
|
||||
Not a big deal—except that David had *already* done it in 24 bytes, so
|
||||
the challenge was to do it in 24 bytes or less.
|
||||
|
|
@ -160,16 +160,16 @@ Such routines soon began coming at me from all angles. However (and I
|
|||
hate to say this because some of my correspondents were *very* pleased
|
||||
with the thought that they had bested David), no one has yet met the
|
||||
challenge—because most of you folks missed a key point. When David said,
|
||||
“Write a function to find the greatest or smallest unsigned **int** in
|
||||
24 bytes or less,” he meant, “Write the **hi** and the **lo** functions
|
||||
in 24 bytes or less—*combined*.”
|
||||
"Write a function to find the greatest or smallest unsigned **int** in
|
||||
24 bytes or less," he meant, "Write the **hi** and the **lo** functions
|
||||
in 24 bytes or less—*combined*."
|
||||
|
||||
Oh.
|
||||
|
||||
Yes, a 24-byte hi/lo function is possible, anatomically improbable as it
|
||||
might seem. Which I guess goes to show that when one of David’s puzzles
|
||||
seems less than impossible, odds are you’re missing something. Listing
|
||||
15.9 is David’s 24-byte solution, from which a lot may be learned if one
|
||||
might seem. Which I guess goes to show that when one of David's puzzles
|
||||
seems less than impossible, odds are you're missing something. Listing
|
||||
15.9 is David's 24-byte solution, from which a lot may be learned if one
|
||||
reads closely enough.
|
||||
|
||||
**LISTING 15.9 L15-9.ASM**
|
||||
|
|
@ -203,9 +203,9 @@ reads closely enough.
|
|||
ret
|
||||
|
||||
Before I end this chapter, let me say that I get a lot of feedback from
|
||||
my readers, and it’s much appreciated. Keep those cards, letters, and
|
||||
my readers, and it's much appreciated. Keep those cards, letters, and
|
||||
email messages coming. And if any of you know Jeannie Schweigert, have
|
||||
her drop me a line and let me know how she’s doing these days....
|
||||
her drop me a line and let me know how she's doing these days....
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
[Previous](15-03.html) [Table of Contents](index.html) [Next](16-01.html)
|
||||
|
|
|
|||
40
16-01.md
40
16-01.md
|
|
@ -3,7 +3,7 @@
|
|||
------------------------ --------------------------------- --------------------
|
||||
|
||||
Chapter 16\
|
||||
There Ain’t No Such Thing as the Fastest Code {#Heading1}
|
||||
There Ain't No Such Thing as the Fastest Code {#Heading1}
|
||||
----------------------------------------------
|
||||
|
||||
### Lessons Learned in the Pursuit of the Ultimate Word Counter {#Heading2}
|
||||
|
|
@ -34,15 +34,15 @@ importance to buyers:
|
|||
|
||||
**10.** Windows development cycle automation
|
||||
|
||||
Is something missing here? You bet your maximum *gluteus* something’s
|
||||
Is something missing here? You bet your maximum *gluteus* something's
|
||||
missing—nowhere on that list is there so much as one word about how fast
|
||||
the compiled code runs! I’m not saying that performance is everything,
|
||||
but optimization isn’t even down there at number 10, below online help!
|
||||
the compiled code runs! I'm not saying that performance is everything,
|
||||
but optimization isn't even down there at number 10, below online help!
|
||||
Ye gods and little fishes! We are talking here about people who would
|
||||
take a bus from LA to New York instead of a plane because it had a
|
||||
cleaner bathroom; who would choose a painting from a Holiday Inn over a
|
||||
Matisse because it had a fancier frame; who would buy a Yugo instead
|
||||
of—well, hell, anything—because it had a nice owner’s manual and
|
||||
of—well, hell, anything—because it had a nice owner's manual and
|
||||
particularly attractive keys. We are talking about people who are
|
||||
focusing on means, and have forgotten about ends. We are talking about
|
||||
people with no programming souls.
|
||||
|
|
@ -53,7 +53,7 @@ What are we to make of this? At the very least, we can safely guess that
|
|||
very few corporate buyers ever enter optimization contests. Most of my
|
||||
readers do, however; in fact, far more than I thought ever would, but
|
||||
that gladdens me to no end. I issued my first optimization challenge in
|
||||
a “Pushing the Envelope” column in *PC TECHNIQUES* back in 1991, and was
|
||||
a "Pushing the Envelope" column in *PC TECHNIQUES* back in 1991, and was
|
||||
deluged by respondents who, one might also gather, do not live by *PC
|
||||
Week*.
|
||||
|
||||
|
|
@ -64,11 +64,11 @@ optimization issues along the way. David did all his coding in Pascal,
|
|||
pointing out that while an assembly language version would probably be
|
||||
faster, his Pascal utility worked properly and was fast enough for him.
|
||||
|
||||
It wasn’t, however, fast enough for me. The logical starting place for
|
||||
speeding up word counting would be David’s original Pascal code, but I’m
|
||||
It wasn't, however, fast enough for me. The logical starting place for
|
||||
speeding up word counting would be David's original Pascal code, but I'm
|
||||
much more comfortable with C, so Listing 16.1 is a loose approximation
|
||||
of David’s word count program, translated to C. I left out a few
|
||||
details, such as handling comment blocks, partly because I don’t use
|
||||
of David's word count program, translated to C. I left out a few
|
||||
details, such as handling comment blocks, partly because I don't use
|
||||
such blocks myself, and partly so we can focus on optimizing the core
|
||||
word-counting code. As Table 16.1 indicates, Listing 16.1 counts the
|
||||
words in a 104,448-word file in 4.6 seconds. The file was stored on a
|
||||
|
|
@ -128,22 +128,22 @@ Table 16.1 Word count timings.
|
|||
char *Buffer, CharFlag = 0, PredCharFlag, *BufferPtr, Ch;
|
||||
|
||||
if (argc != 2) {
|
||||
printf(“usage: wc <filename>\n”);
|
||||
printf("usage: wc <filename>\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
if ((Buffer = malloc(BUFFER_SIZE)) == NULL) {
|
||||
printf(“Can’t allocate adequate memory\n”);
|
||||
printf("Can't allocate adequate memory\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
if ((Handle = open(argv[1], O_RDONLY | O_BINARY)) == -1) {
|
||||
printf(“Can’t open file %s\n”, argv[1]);
|
||||
printf("Can't open file %s\n", argv[1]);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
if ((FileSize = filelength(Handle)) == -1) {
|
||||
printf(“Error sizing file %s\n”, argv[1]);
|
||||
printf("Error sizing file %s\n", argv[1]);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
|
|
@ -152,7 +152,7 @@ Table 16.1 Word count timings.
|
|||
/* Get the next chunk */
|
||||
FileSize -= (BlockSize = min(FileSize, BUFFER_SIZE));
|
||||
if (read(Handle, Buffer, BlockSize) == -1) {
|
||||
printf(“Error reading file %s\n”, argv[1]);
|
||||
printf("Error reading file %s\n", argv[1]);
|
||||
exit(1);
|
||||
}
|
||||
/* Count words in the chunk */
|
||||
|
|
@ -162,10 +162,10 @@ Table 16.1 Word count timings.
|
|||
Ch = *BufferPtr++ & 0x7F; /* strip high bit, which some
|
||||
word processors set as an
|
||||
internal flag */
|
||||
CharFlag = ((Ch >= ‘a’) && (Ch <= ‘z’)) ||
|
||||
((Ch >= ‘A’) && (Ch <= ‘Z’)) ||
|
||||
((Ch >= ‘0’) && (Ch <= ‘9’)) ||
|
||||
(Ch == ‘\’’);
|
||||
CharFlag = ((Ch >= ‘a') && (Ch <= ‘z')) ||
|
||||
((Ch >= ‘A') && (Ch <= ‘Z')) ||
|
||||
((Ch >= ‘0') && (Ch <= ‘9')) ||
|
||||
(Ch == ‘\'');
|
||||
if ((!CharFlag) && PredCharFlag) {
|
||||
WordCo u nt++;
|
||||
}
|
||||
|
|
@ -176,7 +176,7 @@ Table 16.1 Word count timings.
|
|||
if (CharFlag) {
|
||||
WordCount++;
|
||||
}
|
||||
printf(“\nTotal words in file: %lu\n”, WordCount);
|
||||
printf("\nTotal words in file: %lu\n", WordCount);
|
||||
return(0);
|
||||
}
|
||||
|
||||
|
|
|
|||
36
16-02.md
36
16-02.md
|
|
@ -36,22 +36,22 @@ generates.
|
|||
char *Buffer, CharFlag = 0;
|
||||
|
||||
if (argc != 2) {
|
||||
printf(“usage: wc <filename>\n”);
|
||||
printf("usage: wc <filename>\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
if ((Buffer = malloc(BUFFER_SIZE)) == NULL) {
|
||||
printf(“Can’t allocate adequate memory\n”);
|
||||
printf("Can't allocate adequate memory\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
if ((Handle = open(argv[1], O_RDONLY | O_BINARY)) == -1) {
|
||||
printf(“Can’t open file %s\n”, argv[1]);
|
||||
printf("Can't open file %s\n", argv[1]);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
if ((FileSize = filelength(Handle)) == -1) {
|
||||
printf(“Error sizing file %s\n”, argv[1]);
|
||||
printf("Error sizing file %s\n", argv[1]);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
|
|
@ -59,7 +59,7 @@ generates.
|
|||
while (FileSize > 0) {
|
||||
FileSize -= (BlockSize = min(FileSize, BUFFER_SIZE));
|
||||
if (read(Handle, Buffer, BlockSize) == -1) {
|
||||
printf(“Error reading file %s\n”, argv[1]);
|
||||
printf("Error reading file %s\n", argv[1]);
|
||||
exit(1);
|
||||
}
|
||||
ScanBuffer(Buffer, BlockSize, &CharFlag, &WordCount);
|
||||
|
|
@ -69,7 +69,7 @@ generates.
|
|||
if (CharFlag) {
|
||||
WordCount++;
|
||||
}
|
||||
printf(“\nTotal words in file: %lu\n”, WordCount);
|
||||
printf("\nTotal words in file: %lu\n", WordCount);
|
||||
return(0);
|
||||
}
|
||||
|
||||
|
|
@ -98,9 +98,9 @@ generates.
|
|||
.code
|
||||
public _ScanBuffer
|
||||
_ScanBuffer proc near
|
||||
push bp ;preserve caller’s stack frame
|
||||
push bp ;preserve caller's stack frame
|
||||
mov bp,sp ;set up local stack frame
|
||||
push si ;preserve caller’s register vars
|
||||
push si ;preserve caller's register vars
|
||||
push di
|
||||
|
||||
mov si,[bp+Buffer] ;point to buffer to scan
|
||||
|
|
@ -116,19 +116,19 @@ generates.
|
|||
and al,7fh ;strip high bit for word processors
|
||||
; that set it as an internal flag
|
||||
mov bl,1 ;assume this is a char; CharFlag = 1;
|
||||
cmp al,‘a’ ;it is a char if between a and z
|
||||
cmp al,‘a' ;it is a char if between a and z
|
||||
jb CheckAZ
|
||||
cmp al,‘z’
|
||||
cmp al,‘z'
|
||||
jna IsAChar
|
||||
CheckAZ:
|
||||
cmp al,‘A’ ;it is a char if between A and Z
|
||||
cmp al,‘A' ;it is a char if between A and Z
|
||||
jb Check09
|
||||
cmp al,‘Z’
|
||||
cmp al,‘Z'
|
||||
jna IsAChar
|
||||
Check09:
|
||||
cmp al,‘0’ ;it is a char if between 0 and 9
|
||||
cmp al,‘0' ;it is a char if between 0 and 9
|
||||
jb CheckApostrophe
|
||||
cmp al,‘9’
|
||||
cmp al,‘9'
|
||||
jna IsAChar
|
||||
CheckApostrophe:
|
||||
cmp al,27h ;it is a char if an apostrophe
|
||||
|
|
@ -149,9 +149,9 @@ generates.
|
|||
mov [bx],cx ;set new word count
|
||||
mov [bx+2],dx
|
||||
|
||||
pop di ;restore caller’s register vars
|
||||
pop di ;restore caller's register vars
|
||||
pop si
|
||||
pop bp ;restore caller’s stack frame
|
||||
pop bp ;restore caller's stack frame
|
||||
ret
|
||||
_ScanBuffer endp
|
||||
end
|
||||
|
|
@ -160,10 +160,10 @@ generates.
|
|||
|
||||
We could rearrange the tests in light of the nature of the data being
|
||||
scanned; for example, we could perform the tests more efficiently by
|
||||
taking advantage of the knowledge that if a byte is less than ‘0,’ it’s
|
||||
taking advantage of the knowledge that if a byte is less than ‘0,' it's
|
||||
either an apostrophe or not a character at all. However, that sort of
|
||||
fine-tuning is typically good for speedups of only 10 to 20 percent, and
|
||||
I’ve intentionally refrained from implementing this in Listing 16.3 to
|
||||
I've intentionally refrained from implementing this in Listing 16.3 to
|
||||
avoid pointing you down the wrong path; what we need is a different tack
|
||||
altogether. Ponder this. What we *really* want to know is nothing more
|
||||
than whether a byte is a character, not what sort of character it is.
|
||||
|
|
|
|||
32
16-03.md
32
16-03.md
|
|
@ -45,9 +45,9 @@
|
|||
.code
|
||||
public _ScanBuffer
|
||||
_ScanBuffer proc near
|
||||
push bp ;preserve caller’s stack frame
|
||||
push bp ;preserve caller's stack frame
|
||||
mov bp,sp ;set up local stack frame
|
||||
push si ;preserve caller’s register vars
|
||||
push si ;preserve caller's register vars
|
||||
push di
|
||||
|
||||
mov si,[bp+Buffer] ;point to buffer to scan
|
||||
|
|
@ -62,10 +62,10 @@
|
|||
and al,al ;ZF=0 if last byte was a char,
|
||||
; ZF=1 if not
|
||||
lodsb ;get the next byte
|
||||
;***doesn’t change flags***
|
||||
;***doesn't change flags***
|
||||
xlat ;look up its char/not status
|
||||
;***doesn’t change flags***
|
||||
jz ScanLoopBottom ;don’t count a word if last byte was
|
||||
;***doesn't change flags***
|
||||
jz ScanLoopBottom ;don't count a word if last byte was
|
||||
; not a character
|
||||
and al,al ;last byte was a character; is the
|
||||
; current byte a character?
|
||||
|
|
@ -80,9 +80,9 @@
|
|||
mov [bx],di ;set new word count
|
||||
mov [bx+2],dx
|
||||
|
||||
pop di ;restore caller’s register vars
|
||||
pop di ;restore caller's register vars
|
||||
pop si
|
||||
pop bp ;restore caller’s stack frame
|
||||
pop bp ;restore caller's stack frame
|
||||
ret
|
||||
|
||||
align 2
|
||||
|
|
@ -104,7 +104,7 @@ the byte in a table, all with just two instruction bytes.
|
|||
on an 8088, where **LODSB** and **XLAT** have a greater advantage over
|
||||
conventional instructions. On the 486 and Pentium, however, **LODSB**
|
||||
and **XLAT** lose much of their appeal, and should be replaced with
|
||||
**MOV** instructions.) Better yet, **LODSB** and **XLAT** don’t alter
|
||||
**MOV** instructions.) Better yet, **LODSB** and **XLAT** don't alter
|
||||
the flags, so the Zero flag status set before **LODSB** is still around
|
||||
to be tested after **XLAT** .
|
||||
|
||||
|
|
@ -113,20 +113,20 @@ of the loop to increment the word count in the case where a word is
|
|||
actually found, with a duplicate of the loop-bottom code placed after
|
||||
the code that increments the word count, to avoid an extra branch back
|
||||
into the loop; this replaces the more intuitive approach of jumping
|
||||
around the incrementing code to the loop bottom when a word isn’t found.
|
||||
around the incrementing code to the loop bottom when a word isn't found.
|
||||
Although this incurs a branch every time a word is found, a word is
|
||||
typically found only once every 5 or 6 bytes; on average, then, a branch
|
||||
is saved about two-thirds of the time. This is an excellent example of
|
||||
how understanding the nature of the data you’re processing allows you to
|
||||
optimize in ways the compiler can’t. *Know your data!*
|
||||
how understanding the nature of the data you're processing allows you to
|
||||
optimize in ways the compiler can't. *Know your data!*
|
||||
|
||||
So, gosh, Listing 16.4 is the best word-counting code in the universe,
|
||||
right? Not hardly. If there’s one thing my years of toil in this vale of
|
||||
silicon have taught me, it’s that there’s never a lack of potential for
|
||||
right? Not hardly. If there's one thing my years of toil in this vale of
|
||||
silicon have taught me, it's that there's never a lack of potential for
|
||||
further optimization. *Never!* Off the top of my head, I can think of at
|
||||
least three ways to speed up Listing 16.4; and, since Turbo Profiler
|
||||
reports that even in Listing 16.4, 88 percent of the time is spent
|
||||
scanning the buffer (as opposed to reading the file), there’s potential
|
||||
scanning the buffer (as opposed to reading the file), there's potential
|
||||
for those further optimizations to improve performance significantly.
|
||||
(However, it is true that when access is performed to a hard rather than
|
||||
RAM disk, disk access jumps to about half of overall execution time.)
|
||||
|
|
@ -149,14 +149,14 @@ No listings were to be longer than 200 lines. No complete programs were
|
|||
to be accepted; submissions had to be plug-compatible with Listing 16.4.
|
||||
(This was to encourage people not to waste time optimizing outside the
|
||||
inner loop.) Finally, the code had to produce the same results as
|
||||
Listing 16.4; I didn’t want to see functions that approximated the word
|
||||
Listing 16.4; I didn't want to see functions that approximated the word
|
||||
count by dividing the number of characters by six instead of counting
|
||||
actual words!
|
||||
|
||||
So how did the entrants in this particular challenge stack up? More than
|
||||
one claimed a speed-up over my assembly word-counting code of more than
|
||||
three times. On top of the three-times speedup over the original C code
|
||||
that I had already realized, we’re almost up to an order of magnitude
|
||||
that I had already realized, we're almost up to an order of magnitude
|
||||
faster. You are, of course, entitled to your own opinion, but *I*
|
||||
consider an order of magnitude to be significant.
|
||||
|
||||
|
|
|
|||
56
16-04.md
56
16-04.md
|
|
@ -2,33 +2,33 @@
|
|||
[Previous](16-03.html) [Table of Contents](index.html) [Next](16-05.html)
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
||||
Truth to tell, I didn’t expect a three-times speedup; around two times
|
||||
Truth to tell, I didn't expect a three-times speedup; around two times
|
||||
was what I had in mind. Which just goes to show that any code can be
|
||||
made faster than you’d expect, if you think about it long enough and
|
||||
made faster than you'd expect, if you think about it long enough and
|
||||
from many different perspectives. (The most potent word-counting
|
||||
technique seems to be a 64K lookup table that allows handling two bytes
|
||||
simultaneously. This is not the sort of technique one comes up with by
|
||||
brute-force optimization.) Thinking (or, worse yet, boasting) that your
|
||||
code is the fastest possible is rollescating on a tightrope in a
|
||||
hurricane; you’re due for a fall, if you catch my drift. Case in point:
|
||||
Terje Mathisen’s word-counting program.
|
||||
hurricane; you're due for a fall, if you catch my drift. Case in point:
|
||||
Terje Mathisen's word-counting program.
|
||||
|
||||
#### Blinding Yourself to a Better Approach {#Heading6}
|
||||
|
||||
Not so long ago, Terje Mathisen, who I introduced earlier in this book,
|
||||
wrote a very fast word-counting program, and posted it on Bix. When I
|
||||
say it was fast, I mean *fast;* this code was optimized like nobody’s
|
||||
business. We’re talking top-quality code here.
|
||||
say it was fast, I mean *fast;* this code was optimized like nobody's
|
||||
business. We're talking top-quality code here.
|
||||
|
||||
When the topic of optimizing came up in one of the Bix conferences,
|
||||
Terje’s program was mentioned, and he posted the following message: “I
|
||||
Terje's program was mentioned, and he posted the following message: "I
|
||||
challenge BIXens (and especially **mabrash!**) to speed it up
|
||||
significantly. I would consider 5 percent a good result.” The clear
|
||||
implication was, “That code is as fast as it can possibly be.”
|
||||
significantly. I would consider 5 percent a good result." The clear
|
||||
implication was, "That code is as fast as it can possibly be."
|
||||
|
||||
Naturally, it wasn’t; there ain’t no such thing as the fastest code
|
||||
(TANSTATFC? I agree, it doesn’t have the ring of TANSTAAFL). I pored
|
||||
over Terje’s 386 native-mode code, and found the critical inner loop,
|
||||
Naturally, it wasn't; there ain't no such thing as the fastest code
|
||||
(TANSTATFC? I agree, it doesn't have the ring of TANSTAAFL). I pored
|
||||
over Terje's 386 native-mode code, and found the critical inner loop,
|
||||
which was indeed as tight as one could imagine, consisting of just a few
|
||||
386 native-mode instructions. However, one of the instructions was this:
|
||||
|
||||
|
|
@ -49,19 +49,19 @@ enough, by good fortune, to speed up the whole program by 5 percent.
|
|||
------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
(Granted, **CMP [*mem*],*reg*** is 1 cycle slower than **CMP
|
||||
*reg*,[*mem*]** on the 286, and they’re both the same on the 8088; in
|
||||
this case, though, the code was specific to the 386. In case you’re
|
||||
*reg*,[*mem*]** on the 286, and they're both the same on the 8088; in
|
||||
this case, though, the code was specific to the 386. In case you're
|
||||
curious, both forms take 2 cycles on the 486; quite a lot faster, eh?)
|
||||
|
||||
#### Watch Out for Luggable Assumptions! {#Heading7}
|
||||
|
||||
The first lesson to be learned here is not to lug assumptions that may
|
||||
no longer be valid from the 8088/286 world into the wonderful new world
|
||||
of 386 native-mode programming. The second lesson is that after you’ve
|
||||
slaved over your code for a while, you’re in no shape to see its flaws,
|
||||
or to be able to get the new perspectives needed to speed it up. I’ll
|
||||
of 386 native-mode programming. The second lesson is that after you've
|
||||
slaved over your code for a while, you're in no shape to see its flaws,
|
||||
or to be able to get the new perspectives needed to speed it up. I'll
|
||||
bet Terje looked at that **[EBX+EAX]** addressing a hundred times while
|
||||
trying to speed up his code, but he didn’t really see what it did;
|
||||
trying to speed up his code, but he didn't really see what it did;
|
||||
instead, he saw what it was supposed to do. Mental shortcuts like this
|
||||
are what enable us to deal with the complexities of assembly language
|
||||
without overloading after about 20 instructions, but they can be a major
|
||||
|
|
@ -73,10 +73,10 @@ counting is not the key to happiness, riches, and wondrous performance.
|
|||
After getting my 5 percent speedup, I mentioned to Terje the possibility
|
||||
of using a 64K lookup table. (This predated the arrival of entries for
|
||||
the optimization contest.) He said that he had considered it, but it
|
||||
didn’t seem to him to be worthwhile. He couldn’t shake the thought,
|
||||
didn't seem to him to be worthwhile. He couldn't shake the thought,
|
||||
though, and started to poke around, and one day, *voila,* he posted a
|
||||
new version of his word count program, WC50, that was *much* faster than
|
||||
the old version. I don’t have exact numbers, but Terje’s preliminary
|
||||
the old version. I don't have exact numbers, but Terje's preliminary
|
||||
estimate was 80 percent faster, and word counting—*including* disk cache
|
||||
access time—proceeds at more than 3 MB per second on a 33 MHz 486. Even
|
||||
allowing for the speed of the 486, those are very impressive numbers
|
||||
|
|
@ -87,20 +87,20 @@ barrier that Terje faced was that he *thought* he had the fastest code
|
|||
possible. Once he opened up the possibility that there were faster
|
||||
approaches, and looked beyond the specific approach that he had so
|
||||
carefully optimized, he was able to come up with code that was a *lot*
|
||||
faster. Consider the incongruity of Terje’s willingness to consider a 5
|
||||
faster. Consider the incongruity of Terje's willingness to consider a 5
|
||||
percent speedup significant in light of his later near-doubling of
|
||||
performance.
|
||||
|
||||
------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *Don’t get stuck in the rut of instruction-by-instruction optimization. It’s useful in key loops, but very often, a change in approach will work far greater wonders than any amount of cycle counting can.*
|
||||
 *Don't get stuck in the rut of instruction-by-instruction optimization. It's useful in key loops, but very often, a change in approach will work far greater wonders than any amount of cycle counting can.*
|
||||
------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
By the way, Terje’s WC50 program is a full-fledged counting program; it
|
||||
By the way, Terje's WC50 program is a full-fledged counting program; it
|
||||
counts characters, words, and lines, can handle multiple files, and lets
|
||||
you specify the characters that separate words, should you so desire.
|
||||
Source code is provided as part of the archive WC50 comes in. All in
|
||||
all, it’s a nice piece of work, and you might want to take a look at it
|
||||
if you’re interested in really fast assembly code. I wouldn’t call it
|
||||
all, it's a nice piece of work, and you might want to take a look at it
|
||||
if you're interested in really fast assembly code. I wouldn't call it
|
||||
the *fastest* word-counting code, though, because I would of course
|
||||
never be so foolish as to call *anything* the fastest.
|
||||
|
||||
|
|
@ -109,13 +109,13 @@ never be so foolish as to call *anything* the fastest.
|
|||
As it happened, the challenge I issued to my *PC TECHNIQUES* readers was
|
||||
a smashing success, with dozens of good entries. I certainly enjoyed it,
|
||||
even though I did have to look at a *lot* of tricky assembly code that I
|
||||
didn’t write—hard work under the best of circumstances. It was worth the
|
||||
didn't write—hard work under the best of circumstances. It was worth the
|
||||
trouble, though. The winning entry was an astonishing example of what
|
||||
assembly language can do in the right hands; on my 386, it was *four
|
||||
times* faster at word counting than the nice, tight assembly code I
|
||||
provided as a starting point—and about 13 times faster than the original
|
||||
C implementation. Attention, high-level language chauvinists: Is the
|
||||
speedup getting significant yet? Okay, maybe word counting isn’t the
|
||||
speedup getting significant yet? Okay, maybe word counting isn't the
|
||||
most critical application, but how would you like to have that kind of
|
||||
improvement in your compression software, or in your real-time games—or
|
||||
in Windows graphics?
|
||||
|
|
@ -128,7 +128,7 @@ more than that he is obviously an extremely good assembly language
|
|||
programmer, was a close third, as shown in Table 16.2, which precedes
|
||||
Listing 16.5. Those three were out ahead of the pack; the fourth-place
|
||||
entry, good as it was (twice as fast as my original code), was twice as
|
||||
slow as David’s winning entry, so you can see that David, Dave, and Mick
|
||||
slow as David's winning entry, so you can see that David, Dave, and Mick
|
||||
attained a rarefied level of optimization indeed.
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
|
|
|||
4
16-05.md
4
16-05.md
|
|
@ -104,7 +104,7 @@ Table 16.2 The top four word-counting entries.
|
|||
in-a-word/not-in-a-word status. The count register is masked to
|
||||
remove the high bit and the count of words remains in the count
|
||||
register.
|
||||
Sound complicated? You’re right! But it’s fast!
|
||||
Sound complicated? You're right! But it's fast!
|
||||
|
||||
The beauty of this method is that no jumps are required, the
|
||||
operations are fast, it requires only one table and the process can
|
||||
|
|
@ -153,7 +153,7 @@ Table 16.2 The top four word-counting entries.
|
|||
mov di,[bp+CharFlag]
|
||||
mov bh,[di] ;bh = old CharFlag
|
||||
mov bl,[si] ;bl = character
|
||||
add bh,‘A’-1 ;make bh into character
|
||||
add bh,‘A'-1 ;make bh into character
|
||||
add bx,bx ;prepare to index
|
||||
mov al,es:[bx]
|
||||
cbw ;get hi bit in ah (then bh)
|
||||
|
|
|
|||
20
16-06.md
20
16-06.md
|
|
@ -5,17 +5,17 @@
|
|||
### Levels of Optimization {#Heading9}
|
||||
|
||||
Three levels of optimization were evident in the word-counting entries I
|
||||
received in response to my challenge. I’d briefly describe them as
|
||||
“fine-tuning,” “new perspective,” and “table-driven state machine.” The
|
||||
received in response to my challenge. I'd briefly describe them as
|
||||
"fine-tuning," "new perspective," and "table-driven state machine." The
|
||||
latter categories produce faster code, but, by the same token, they are
|
||||
harder to design, harder to implement, and more difficult to understand,
|
||||
so they’re suitable for only the most demanding applications. (Heck, I
|
||||
don’t even guarantee that David Stafford’s entry works perfectly,
|
||||
so they're suitable for only the most demanding applications. (Heck, I
|
||||
don't even guarantee that David Stafford's entry works perfectly,
|
||||
although, knowing him, it probably does; the more complex and cryptic
|
||||
the code, the greater the chance for obscure bugs.)
|
||||
|
||||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *Remember, optimize only when needed, and stop when further optimization will not be noticed. Optimization that’s not perceptible to the user is like buying Telly Savalas a comb; it’s not going to do any harm, but it’s nonetheless a waste of time.*
|
||||
 *Remember, optimize only when needed, and stop when further optimization will not be noticed. Optimization that's not perceptible to the user is like buying Telly Savalas a comb; it's not going to do any harm, but it's nonetheless a waste of time.*
|
||||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#### Optimization Level 1: Good Code {#Heading10}
|
||||
|
|
@ -28,7 +28,7 @@ but that framework is implemented more efficiently.
|
|||
One obvious level 1 optimization is using a **word** rather than
|
||||
**dword** counter. **ScanBuffer** can never be called upon to handle
|
||||
more than 64K bytes at a time, so no more than 32K words can ever be
|
||||
found. Given that, it’s a logical step to use **INC** rather than
|
||||
found. Given that, it's a logical step to use **INC** rather than
|
||||
**ADD/ADC** to keep count, adding the tally into the full 32-bit count
|
||||
only upon exiting the function. Another useful optimization is aligning
|
||||
loop tops and other branch destinations to **word** , or better yet
|
||||
|
|
@ -44,7 +44,7 @@ the point of unrolling a loop is to reduce the number of times you have
|
|||
to check for the end of the buffer! The trick to this is to set CX to
|
||||
the number of repetitions of the *unrolled* loop and count down only
|
||||
once each time through the unrolled loop. In order to handle repetition
|
||||
counts that aren’t exact multiples of the unrolling factor, you must
|
||||
counts that aren't exact multiples of the unrolling factor, you must
|
||||
enter the loop by branching into the middle of it to perform whatever
|
||||
fraction of the number of unrolled repetitions is required to make the
|
||||
whole thing come out right. Listing 16.5 (QSCAN3.ASM) illustrates this
|
||||
|
|
@ -63,7 +63,7 @@ eliminate it entirely. The most straightforward way to reduce such
|
|||
branching is to employ two loops. One loop is used to look for the end
|
||||
of a word when the last byte was a non-separator, and one loop is used
|
||||
to look for the start of a word when the last byte was a separator. This
|
||||
way, it’s no longer necessary to maintain a flag to indicate the state
|
||||
way, it's no longer necessary to maintain a flag to indicate the state
|
||||
of the last byte; that state is implied by whichever loop is currently
|
||||
executing. This considerably simplifies and streamlines the inner loop
|
||||
code.
|
||||
|
|
@ -71,11 +71,11 @@ code.
|
|||
Listing 16.6, contributed by Willem Clements, of Granada, Spain,
|
||||
illustrates a variety of level 1 optimizations: the two-loop approach,
|
||||
the use of a 16- rather than 32-bit counter, and the use of **LODSW** .
|
||||
Together, these optimizations made Willem’s code nearly twice as fast as
|
||||
Together, these optimizations made Willem's code nearly twice as fast as
|
||||
mine in Listing 16.4. A few details could stand improvement; for
|
||||
example, **AND AX,AX** is a shorter way to test for zero than **CMP
|
||||
AX,0** , and **ALIGN 2** could be used. Nonetheless, this is good code,
|
||||
and it’s also fairly compact and reasonably easy to understand. In
|
||||
and it's also fairly compact and reasonably easy to understand. In
|
||||
short, this is an excellent example of how an hour or so of
|
||||
hand-optimization might accomplish significantly improved performance at
|
||||
a reasonable cost in complexity and time. This level of optimization is
|
||||
|
|
|
|||
24
16-07.md
24
16-07.md
|
|
@ -119,17 +119,17 @@ implemented code that sprang from that new perspective.
|
|||
|
||||
You can see one example of this in Listing 16.6, where Willem uses **CMP
|
||||
AX,0101H** to check two bytes at once. While you might think of this as
|
||||
nothing more than a doubling up of tests, it’s a little more than that,
|
||||
nothing more than a doubling up of tests, it's a little more than that,
|
||||
especially when taken together with the use of two loops. This is a
|
||||
break with the serial nature of the C code, a recognition that word
|
||||
counting is really nothing more than a state machine that transitions
|
||||
from the “in word” state to the “not in word” state and back, counting a
|
||||
from the "in word" state to the "not in word" state and back, counting a
|
||||
word on one but not both of those transitions. Willem says, in effect,
|
||||
“We’re in a word; if the next two bytes are non-separators, then we’re
|
||||
still in a word, else we’re not in a word, so count and change to the
|
||||
appropriate state.” That’s really quite different from saying, as I
|
||||
originally did, “If the last byte was a non-separator, then if the
|
||||
current byte is a separator, then count a word.” Willem has moved away
|
||||
"We're in a word; if the next two bytes are non-separators, then we're
|
||||
still in a word, else we're not in a word, so count and change to the
|
||||
appropriate state." That's really quite different from saying, as I
|
||||
originally did, "If the last byte was a non-separator, then if the
|
||||
current byte is a separator, then count a word." Willem has moved away
|
||||
from the all-in-one approach, splitting the code up into state-specific
|
||||
chunks that are more efficient because each does only the work required
|
||||
in a particular state.
|
||||
|
|
@ -140,27 +140,27 @@ the word), rather than waiting for a separator following a non-separator
|
|||
(at the end of the word). My friend Dan Illowsky describes the thought
|
||||
process leading to this approach thusly:
|
||||
|
||||
*“I try to code as closely as possible to the real world nature of those
|
||||
*"I try to code as closely as possible to the real world nature of those
|
||||
things my program models. It seems somehow wrong to me to count the end
|
||||
of a word as you do when you look for a transition from a word to a
|
||||
non-word. A word is not a transition, it is the presence of a group of
|
||||
characters. Thought of this way, the code would have counted the word
|
||||
when it first detected the group. Had you done this, your main program
|
||||
would not have needed to look for the possible last transition or deal
|
||||
with the semantics of the value in **CharValue**.”*
|
||||
with the semantics of the value in **CharValue**."*
|
||||
|
||||
John Richardson, of New York, contributed a good example of the benefits
|
||||
of a different perspective (in this case, a hardware perspective). John
|
||||
eliminated all branches used for detecting word edges; the inner loop of
|
||||
his code is shown in Listing 16.7. As John explains it:
|
||||
|
||||
*“My next shot was to get rid of all the branches in the loop. To do
|
||||
*"My next shot was to get rid of all the branches in the loop. To do
|
||||
that, I reached back to my college hardware courses. I noticed that we
|
||||
were really looking at an edge triggered device we want to count each
|
||||
time the I’m a character state goes from one to zero. Remembering that
|
||||
time the I'm a character state goes from one to zero. Remembering that
|
||||
XOR on two single-bit values will always return whether the bits are
|
||||
different or the same, I implemented a transition counter. The counter
|
||||
triggers every time a word begins or ends.”*
|
||||
triggers every time a word begins or ends."*
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
[Previous](16-06.html) [Table of Contents](index.html) [Next](16-08.html)
|
||||
|
|
|
|||
70
16-08.md
70
16-08.md
|
|
@ -6,13 +6,13 @@
|
|||
|
||||
ScanLoop:
|
||||
lodsw ;get the next 2 bytes (AL = first, AH = 2nd)
|
||||
xlat ;look up first’s char/not status
|
||||
xor dl,al ;see if there’s a new char/not status
|
||||
xlat ;look up first's char/not status
|
||||
xor dl,al ;see if there's a new char/not status
|
||||
add di,dx ;we add 1 for each char/not transition
|
||||
mov dl,al
|
||||
mov al,ah ;look at the second byte
|
||||
xlat ;look up its char/not status
|
||||
xor dl,al ;see if there’s a new char/not status
|
||||
xor dl,al ;see if there's a new char/not status
|
||||
add di,dx ;we add 1 for each char/not transition
|
||||
mov dl,al
|
||||
dec dx
|
||||
|
|
@ -20,10 +20,10 @@
|
|||
|
||||
|
||||
John later divides the transition count by two to get the word count.
|
||||
(Food for thought: It’s also possible to use **CMP** and **ADC** to
|
||||
(Food for thought: It's also possible to use **CMP** and **ADC** to
|
||||
detect words without branching.)
|
||||
|
||||
John’s approach makes it clear that word-counting is nothing more than a
|
||||
John's approach makes it clear that word-counting is nothing more than a
|
||||
fairly simple state machine. The interesting part, of course, is
|
||||
building the fastest state machine.
|
||||
|
||||
|
|
@ -40,21 +40,21 @@ In the case of word counting, level 3 means building a table-driven
|
|||
state machine dedicated to processing a buffer of bytes into a count of
|
||||
words with a minimum of branching. This level of optimization strips
|
||||
away many of the abstractions we usually use in coding, such as loops,
|
||||
tests, and named variables—look back to Listing 16.5, and you’ll see
|
||||
what I mean. Only a few people reached this level, and I don’t think any
|
||||
of them did it without long, hard thinking; David Stafford’s final entry
|
||||
tests, and named variables—look back to Listing 16.5, and you'll see
|
||||
what I mean. Only a few people reached this level, and I don't think any
|
||||
of them did it without long, hard thinking; David Stafford's final entry
|
||||
(that is, the one I present as Listing 16.5) was *at least* the fifth
|
||||
entry he sent me.
|
||||
|
||||
The key concept at level 3 is the use of a massive (64K) lookup table
|
||||
that processes byte sequences directly into word-count actions. With
|
||||
such a table, it’s possible to look up the appropriate action for two
|
||||
bytes simultaneously in just a few instructions; next, I’m going to look
|
||||
at the inspired and highly unusual way that David’s code, shown in
|
||||
such a table, it's possible to look up the appropriate action for two
|
||||
bytes simultaneously in just a few instructions; next, I'm going to look
|
||||
at the inspired and highly unusual way that David's code, shown in
|
||||
Listing 16.5, does exactly that. (Before assembling Listing 16.5, you
|
||||
must run the C code in Listing 16.8, to generate an include file
|
||||
defining the 64K lookup table. When you assemble Listing 16.5, TASM will
|
||||
report a “location counter overflow” warning; ignore it.)
|
||||
report a "location counter overflow" warning; ignore it.)
|
||||
|
||||
**LISTING 16.8 MAKETAB.C**
|
||||
|
||||
|
|
@ -63,7 +63,7 @@ report a “location counter overflow” warning; ignore it.)
|
|||
#include <stdio.h>
|
||||
#include <ctype.h>
|
||||
|
||||
#define ChType( c ) (((c) & 0x7f) == ‘\’’ || isalnum((c) & 0x7f))
|
||||
#define ChType( c ) (((c) & 0x7f) == ‘\'' || isalnum((c) & 0x7f))
|
||||
|
||||
int NoCarry[ 4 ] = { 0, 0x80, 1, 0x80 };
|
||||
int Carry[ 4 ] = { 1, 0x81, 1, 0x80 };
|
||||
|
|
@ -71,9 +71,9 @@ report a “location counter overflow” warning; ignore it.)
|
|||
void main( void )
|
||||
{
|
||||
int ahChar, alChar, i;
|
||||
FILE *t = fopen( “QSCAN3.INC”, “wt” );
|
||||
FILE *t = fopen( "QSCAN3.INC", "wt" );
|
||||
|
||||
printf( “Building table. Please wait...” );
|
||||
printf( "Building table. Please wait..." );
|
||||
|
||||
for( ahChar = 0; ahChar < 128; ahChar++ )
|
||||
{
|
||||
|
|
@ -81,10 +81,10 @@ report a “location counter overflow” warning; ignore it.)
|
|||
{
|
||||
i = ChType( alChar ) * 2 + ChType( ahChar );
|
||||
|
||||
if( alChar % 8 == 0 ) fprintf( t, “\ndb %02Xh”, NoCarry[ i ] );
|
||||
else fprintf( t, “,%02Xh”, NoCarry[ i ] );
|
||||
if( alChar % 8 == 0 ) fprintf( t, "\ndb %02Xh", NoCarry[ i ] );
|
||||
else fprintf( t, ",%02Xh", NoCarry[ i ] );
|
||||
|
||||
fprintf( t, “,%02Xh”, Carry[ i ] );
|
||||
fprintf( t, ",%02Xh", Carry[ i ] );
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -92,7 +92,7 @@ report a “location counter overflow” warning; ignore it.)
|
|||
}
|
||||
|
||||
|
||||
David’s approach is simplicity itself, although his implementation
|
||||
David's approach is simplicity itself, although his implementation
|
||||
arguably is not. Consider any three sequential bytes in the buffer.
|
||||
Those three bytes define two potential places where a word might be
|
||||
counted, as shown in Figure 16.1. Given the separator/non-separator
|
||||
|
|
@ -102,11 +102,11 @@ there is a non-separator followed by a separator. Note that a maximum of
|
|||
one word can be counted per three-byte sequence.
|
||||
|
||||
The trick, then, is to identify the separator/not statuses of each set
|
||||
of three bytes and turn them into a 1 (count word) or 0 (don’t count
|
||||
of three bytes and turn them into a 1 (count word) or 0 (don't count
|
||||
word), as quickly as possible. Assuming that the separator/not status
|
||||
for the first byte is in the Carry flag, this is easily accomplished by
|
||||
a lookup in a 64K table, based on the Carry flag and the other two
|
||||
bytes, as shown in Figure 16.2. (Remember that we’re counting 7-bit
|
||||
bytes, as shown in Figure 16.2. (Remember that we're counting 7-bit
|
||||
ASCII here, so the high bit is ignored.) Thus, David is able to add the
|
||||
word/not status for each pair of bytes to the main word count simply by
|
||||
getting the two bytes, working in the carry status from the last byte,
|
||||
|
|
@ -122,7 +122,7 @@ One detail remains to be attended to: setting the Carry flag for next
|
|||
time if the last byte was a non-separator. David does this in a bizarre
|
||||
and incredibly effective way: He presets the high bit of the count, and
|
||||
sets the high bit in the lookup table for those entries looked up by
|
||||
non-separators. When a non-separator’s lookup entry is added to the
|
||||
non-separators. When a non-separator's lookup entry is added to the
|
||||
count, it will produce a carry, as desired. The high bit of the count is
|
||||
masked off before being added to the total count, so David is
|
||||
essentially using different parts of the count variables for different
|
||||
|
|
@ -131,13 +131,13 @@ purposes (counting, and setting the Carry flag).
|
|||
\
|
||||
**Figure 16.2** *Looking up a word count status.*
|
||||
|
||||
There are a number of other interesting details in David’s code,
|
||||
There are a number of other interesting details in David's code,
|
||||
including the unrolling of the loop 64 times, so that 256 bytes in a row
|
||||
are processed without a single branch. Unfortunately, I lack the space
|
||||
to discuss Listing 16.5 any further. Perhaps that’s not so unfortunate,
|
||||
after all; I’d hate to deny you the pleasure of discovering the wonders
|
||||
to discuss Listing 16.5 any further. Perhaps that's not so unfortunate,
|
||||
after all; I'd hate to deny you the pleasure of discovering the wonders
|
||||
of this rather remarkable code yourself. I will say one more thing,
|
||||
though. The cycle count for David’s inner loop is 6.5 cycles per byte
|
||||
though. The cycle count for David's inner loop is 6.5 cycles per byte
|
||||
processed, and the actual measured time for his routine, overhead and
|
||||
all, is 7.9 cycles/byte. The original C code clocked in at around 100
|
||||
cycles/byte.
|
||||
|
|
@ -146,24 +146,24 @@ Enough said, I trust.
|
|||
|
||||
#### Enough Word Counting Already! {#Heading13}
|
||||
|
||||
Before I finish up this chapter, I’d like to mention that Terje
|
||||
Mathisen’s WC word-counting program, which I’ve mentioned previously and
|
||||
which is available, with source, on Bix, is in the ballpark with David’s
|
||||
code for performance. What’s more, Terje’s program handles 8-bit ASCII,
|
||||
Before I finish up this chapter, I'd like to mention that Terje
|
||||
Mathisen's WC word-counting program, which I've mentioned previously and
|
||||
which is available, with source, on Bix, is in the ballpark with David's
|
||||
code for performance. What's more, Terje's program handles 8-bit ASCII,
|
||||
counts lines as well as words, and supports user-definable separator
|
||||
sets. It’s wonderful code, well worth a look; it also happens to be a
|
||||
sets. It's wonderful code, well worth a look; it also happens to be a
|
||||
great word-counting utility. By the way, Terje builds his 64K table on
|
||||
the fly, at program initialization; this allows for customized tables,
|
||||
shrinks the size of the EXE, and, according to Terje’s calculations,
|
||||
shrinks the size of the EXE, and, according to Terje's calculations,
|
||||
takes less time than loading the table off disk as part of the EXE.
|
||||
|
||||
So, has David written the fastest possible word-counting code? Well,
|
||||
maybe—but I have a letter from Terry Holmes, of San Rafael, California,
|
||||
that calculates the theoretical maximum performance of native 386
|
||||
word-counting code at 5.5 cycles/byte, which would be significantly
|
||||
faster than David’s code. Terry, alas, didn’t bother to implement his
|
||||
design, but maybe I’ll take a shot at it someday. It’d be fun, for
|
||||
sure—but jeez, I’ve got *real* work to do!
|
||||
faster than David's code. Terry, alas, didn't bother to implement his
|
||||
design, but maybe I'll take a shot at it someday. It'd be fun, for
|
||||
sure—but jeez, I've got *real* work to do!
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
[Previous](16-07.html) [Table of Contents](index.html) [Next](17-01.html)
|
||||
|
|
|
|||
56
17-01.md
56
17-01.md
|
|
@ -8,52 +8,52 @@ Chapter 17\
|
|||
|
||||
### The Triumph of Algorithmic Optimization in a Cellular Automata Game {#Heading2}
|
||||
|
||||
I’ve spent a lot of my life discussing assembly language optimization,
|
||||
I've spent a lot of my life discussing assembly language optimization,
|
||||
which I consider to be an important and underappreciated topic. However,
|
||||
I’d like to take this opportunity to point out that there is much, much
|
||||
I'd like to take this opportunity to point out that there is much, much
|
||||
more to optimization than assembly language. Assembly is essential for
|
||||
absolute maximum performance, but it’s not the only ingredient;
|
||||
absolute maximum performance, but it's not the only ingredient;
|
||||
necessary but not sufficient, if you catch my drift—and not even
|
||||
necessary, if you’re looking for improved but not maximum performance.
|
||||
You’ve heard it a thousand times: Optimize your algorithm first. Devise
|
||||
necessary, if you're looking for improved but not maximum performance.
|
||||
You've heard it a thousand times: Optimize your algorithm first. Devise
|
||||
new approaches. Or, as Knuth said, *Premature optimization is the root
|
||||
of all evil.*
|
||||
|
||||
This is, of course, old hat, stuff you know like the back of your hand.
|
||||
Or is it? As Jeff Duntemann pointed out to me the other day, performance
|
||||
programmers are made, not born. While I’m merrily gallivanting around in
|
||||
programmers are made, not born. While I'm merrily gallivanting around in
|
||||
this book optimizing 486 pipelining and turning simple tasks into
|
||||
horribly complicated and terrifyingly fast state machines, many of you
|
||||
are still developing your basic optimization skills. I don’t want to
|
||||
are still developing your basic optimization skills. I don't want to
|
||||
shortchange those of you in the latter category, so in this chapter,
|
||||
we’ll discuss some high-level language optimizations that can be applied
|
||||
by mere mortals within a reasonable period of time. We’re going to
|
||||
we'll discuss some high-level language optimizations that can be applied
|
||||
by mere mortals within a reasonable period of time. We're going to
|
||||
examine a complete optimization process, from start to finish, and what
|
||||
we will find is that it’s possible to get a 50-times speed-up without
|
||||
using *one byte of assembly!* It’s all a matter of perspective—how you
|
||||
we will find is that it's possible to get a 50-times speed-up without
|
||||
using *one byte of assembly!* It's all a matter of perspective—how you
|
||||
look at your code and data.
|
||||
|
||||
### Conway’s Game {#Heading3}
|
||||
### Conway's Game {#Heading3}
|
||||
|
||||
The program that we’re going to optimize is Conway’s famous Game of
|
||||
Life, long-ago favorite of the hackers at MIT’s AI Lab. If you’ve never
|
||||
The program that we're going to optimize is Conway's famous Game of
|
||||
Life, long-ago favorite of the hackers at MIT's AI Lab. If you've never
|
||||
seen it, let me assure you: Life is *neat,* and more than a little
|
||||
hypnotic. Fractals have been the hot graphics topic in recent years, but
|
||||
for eye-catching dazzle, Life is hard to beat.
|
||||
|
||||
Of course, eye-catching dazzle requires real-time performance—lots of
|
||||
pixels help too—and there’s the rub. When there are, say, 40,000 cells
|
||||
pixels help too—and there's the rub. When there are, say, 40,000 cells
|
||||
to process and display, a simple, straightforward implementation just
|
||||
doesn’t cut it, even on a 33 MHz 486. Happily, though, there are many,
|
||||
doesn't cut it, even on a 33 MHz 486. Happily, though, there are many,
|
||||
many ways to speed up Life, and they illustrate a variety of important
|
||||
optimization principles, as this chapter will show.
|
||||
|
||||
First, I’ll describe the ground rules of Life, implement a very
|
||||
First, I'll describe the ground rules of Life, implement a very
|
||||
straightforward version in C++, and then speed that version up by about
|
||||
eight times without using any drastically different approaches or any
|
||||
assembly. This may be a little tame for some of you, but be patient; for
|
||||
after that, we’ll haul out the big guns and move into the 30 to 40 times
|
||||
speed-up range. Then in the next chapter, I’ll show you how several
|
||||
after that, we'll haul out the big guns and move into the 30 to 40 times
|
||||
speed-up range. Then in the next chapter, I'll show you how several
|
||||
programmers *really* floored it in taking me up on my second
|
||||
Optimization Challenge, which involved the Game of Life.
|
||||
|
||||
|
|
@ -68,25 +68,25 @@ according to the following rules:
|
|||
|
||||
- If a cell is on and has either two or three neighbors that are on in
|
||||
the current generation, it stays on; otherwise, the cell turns off.
|
||||
- If a cell is off and has exactly three “on” neighbors in the current
|
||||
generation, it turns on; otherwise, it stays off. That’s all the
|
||||
- If a cell is off and has exactly three "on" neighbors in the current
|
||||
generation, it turns on; otherwise, it stays off. That's all the
|
||||
rules there are—but they give rise to an astonishing variety of
|
||||
forms, including patterns that spin, march across the screen, and
|
||||
explode.
|
||||
|
||||
It’s only a little more complicated to implement the Game of Life than
|
||||
It's only a little more complicated to implement the Game of Life than
|
||||
it is to describe it. Listing 17.1, together with the display functions
|
||||
in Listing 17.2, is a C++ implementation of the Game of Life, and it’s
|
||||
very straightforward. A cellmap is an object that’s accessible through
|
||||
in Listing 17.2, is a C++ implementation of the Game of Life, and it's
|
||||
very straightforward. A cellmap is an object that's accessible through
|
||||
member functions to set, clear, and test cell states, and through a
|
||||
member function to calculate the next generation. Calculating the next
|
||||
generation involves nothing more than using the other member functions
|
||||
to set each cell to the appropriate state, given the number of
|
||||
neighboring on-cells and the cell’s current state. The only complication
|
||||
is that it’s necessary to place the next generation’s cells in another
|
||||
neighboring on-cells and the cell's current state. The only complication
|
||||
is that it's necessary to place the next generation's cells in another
|
||||
cellmap, and then copy the final result back to the original cellmap.
|
||||
This keeps us from corrupting the current generation’s cellmap before
|
||||
we’re done using it to calculate the next generation.
|
||||
This keeps us from corrupting the current generation's cellmap before
|
||||
we're done using it to calculate the next generation.
|
||||
|
||||
All in all, Listing 17.1 is a clean, compact, and elegant implementation
|
||||
of the Game of Life. Were it not that the code is as slow as molasses,
|
||||
|
|
|
|||
14
17-02.md
14
17-02.md
|
|
@ -65,12 +65,12 @@
|
|||
cellmap next_map(cellmap_height, cellmap_width);
|
||||
|
||||
// Get the seed; seed randomly if 0 entered
|
||||
cout << “Seed (0 for random seed): ”;
|
||||
cout << "Seed (0 for random seed): ";
|
||||
cin >> seed;
|
||||
if (seed == 0) seed = (unsigned) time(NULL);
|
||||
|
||||
// Randomly initialize the initial cell map
|
||||
cout << “Initializing...”;
|
||||
cout << "Initializing...";
|
||||
srand(seed);
|
||||
init_length = (cellmap_height * cellmap_width) / 2;
|
||||
do {
|
||||
|
|
@ -84,11 +84,11 @@
|
|||
|
||||
// Keep recalculating and redisplaying generations until a key
|
||||
// is pressed
|
||||
show_text(0, MSG_LINE, “Generation: ”);
|
||||
show_text(0, MSG_LINE, "Generation: ");
|
||||
start_bios_time = _bios_timeofday(_TIME_GETCLOCK, &bios_time);
|
||||
do {
|
||||
generation++;
|
||||
sprintf(gen_text, “%10lu”, generation);
|
||||
sprintf(gen_text, "%10lu", generation);
|
||||
show_text(1, GENERATION_LINE, gen_text);
|
||||
// Recalculate and draw the next generation
|
||||
current_map.next_generation(next_map);
|
||||
|
|
@ -104,8 +104,8 @@
|
|||
} while (!kbhit());
|
||||
getch(); // clear keypress
|
||||
exit_display_mode();
|
||||
cout << “Total generations: ” << generation << “\nSeed: ” <<
|
||||
seed << “\n”;
|
||||
cout << "Total generations: " << generation << "\nSeed: " <<
|
||||
seed << "\n";
|
||||
}
|
||||
|
||||
/* cellmap constructor. */
|
||||
|
|
@ -125,7 +125,7 @@
|
|||
delete[] cells;
|
||||
}
|
||||
|
||||
/* Copies one cellmap’s cells to another cellmap. Both cellmaps are
|
||||
/* Copies one cellmap's cells to another cellmap. Both cellmaps are
|
||||
assumed to be the same size. */
|
||||
void cellmap::copy_cells(cellmap &sourcemap)
|
||||
{
|
||||
|
|
|
|||
24
17-03.md
24
17-03.md
|
|
@ -16,12 +16,12 @@ optimizing to do.
|
|||
The first rule of optimization is: Only optimize where it matters. Use a
|
||||
profiler, or risk making a fool of yourself. Consider Listings 17.1 and
|
||||
17.2. Where do you think the potential for significant speed-up lies?
|
||||
I’ll tell you one place where I thought there was considerable
|
||||
I'll tell you one place where I thought there was considerable
|
||||
potential—in **draw\_pixel()**. As a programmer of high-speed graphics,
|
||||
I figured any drawing function that was not only written in C/C++ but
|
||||
also recalculated the target address from scratch for each pixel would
|
||||
be among the first optimization targets. I also expected to get major
|
||||
gains out of going to a Ping-Pong arrangement so that I didn’t have to
|
||||
gains out of going to a Ping-Pong arrangement so that I didn't have to
|
||||
copy the new cellmap back to **current\_map** after calculating the next
|
||||
generation.
|
||||
|
||||
|
|
@ -111,34 +111,34 @@ where the time actually goes in Listings 17.1 and 17.2. As you can see,
|
|||
the time taken by **draw\_pixel(),** **copy\_cells(),** and *everything*
|
||||
other than calculating the next generation is nothing more than noise.
|
||||
We could optimize these routines right down to executing
|
||||
*instantaneously,* and you know what? It wouldn’t make the slightest
|
||||
*instantaneously,* and you know what? It wouldn't make the slightest
|
||||
perceptible difference in how fast the program runs. Given the present
|
||||
state of our Game of Life implementation, the only areas worth looking
|
||||
at for possible optimizations are **cell\_state()** and
|
||||
**next\_generation().**
|
||||
|
||||
------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *It’s worth noting, though, that one reason **draw\_pixel()** doesn’t much affect performance is that in Listing 17.1, we’re smart enough to redraw pixels only when their states change, rather than during every generation. Detecting and eliminating redundant operations is part of knowing the nature of your data, and is a potent optimization technique that will be extremely useful a little later in this chapter.*
|
||||
 *It's worth noting, though, that one reason **draw\_pixel()** doesn't much affect performance is that in Listing 17.1, we're smart enough to redraw pixels only when their states change, rather than during every generation. Detecting and eliminating redundant operations is part of knowing the nature of your data, and is a potent optimization technique that will be extremely useful a little later in this chapter.*
|
||||
------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
### The Hazards and Advantages of Abstraction {#Heading6}
|
||||
|
||||
How can we speed up **cell\_state()** and **next\_generation()**? I’ll
|
||||
How can we speed up **cell\_state()** and **next\_generation()**? I'll
|
||||
tell you how *not* to do it: By writing those member functions in
|
||||
assembly. It’s tempting to say that **cell\_state()** is taking all the
|
||||
assembly. It's tempting to say that **cell\_state()** is taking all the
|
||||
time, so we need to speed it up with assembly, but what we really need
|
||||
to do is figure out *why* **cell\_state()** is taking all the time, then
|
||||
address that aspect of the program directly.
|
||||
|
||||
Once you know where you need to optimize, the one word to keep in mind
|
||||
isn’t assembly, it’s...plastics. No, actually, it’s *abstraction.*
|
||||
isn't assembly, it's...plastics. No, actually, it's *abstraction.*
|
||||
Well-written C and especially C++ programs are highly abstract models.
|
||||
For example, Listing 17.1 essentially creates a new programming language
|
||||
in which cells are tangible things, with built-in manipulation
|
||||
instructions. Given the cellmap member functions, you don’t even need to
|
||||
instructions. Given the cellmap member functions, you don't even need to
|
||||
know the cell storage format! This is a wonderful thing, in general; it
|
||||
saves programming time and bugs, and frees you to work on the
|
||||
application’s needs, rather than implementation details.
|
||||
application's needs, rather than implementation details.
|
||||
|
||||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *However, if you never look beneath the surface of the abstract model at the implementation details, you have no idea of what the true performance cost of various operations* *is, and, without that, you have largely surrendered control over performance.*
|
||||
|
|
@ -148,10 +148,10 @@ Having said that, let me hasten to add that algorithmic improvements can
|
|||
make a big difference even when working at a purely abstract level. For
|
||||
a large unordered data set, a high-level Quicksort will beat the pants
|
||||
off the best-implemented insertion sort you can imagine. Still, you can
|
||||
optimize your algorithm from here ’til doomsday, and if you have a fast
|
||||
algorithm running on top of a highly abstract programming model, you’ll
|
||||
optimize your algorithm from here 'til doomsday, and if you have a fast
|
||||
algorithm running on top of a highly abstract programming model, you'll
|
||||
almost certainly end up with a slow program. In Listing 17.1, the
|
||||
abstraction that’s killing us is that of looking at the eight neighbors
|
||||
abstraction that's killing us is that of looking at the eight neighbors
|
||||
with eight completely independent operations, requiring eight calls to
|
||||
**cell\_state()** and eight calculations of cell address and cell mask.
|
||||
In fact, given the nature of cell storage, the eight neighbors are in a
|
||||
|
|
|
|||
20
17-04.md
20
17-04.md
|
|
@ -2,43 +2,43 @@
|
|||
[Previous](17-03.html) [Table of Contents](index.html) [Next](17-05.html)
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
||||
There’s a kicker here, though, and that’s the counting of neighbors for
|
||||
There's a kicker here, though, and that's the counting of neighbors for
|
||||
cells at the edge of the cellmap. When cellmap wrapping is enabled (so
|
||||
that the cellmap becomes essentially a toroid, with each edge joined
|
||||
seamlessly to the opposite edge, as opposed to having a border of
|
||||
off-cells), neighbors that reside on the other edge of the cellmap can’t
|
||||
off-cells), neighbors that reside on the other edge of the cellmap can't
|
||||
be accessed by the standard fixed offset, as shown in Figure 17.1. So,
|
||||
in general, we could improve performance by hard-wiring our
|
||||
neighbor-counting for the bit-per-cell cellmap format, but it seems we’d
|
||||
neighbor-counting for the bit-per-cell cellmap format, but it seems we'd
|
||||
need a lot of conditional code to handle wrapping, and that would slow
|
||||
things back down again.
|
||||
|
||||
\
|
||||
**Figure 17.1** *Edge-wrapping complications.*
|
||||
|
||||
When a problem doesn’t lend itself well to optimization, make it a
|
||||
When a problem doesn't lend itself well to optimization, make it a
|
||||
practice to see if you can change the problem definition to one that
|
||||
allows for greater efficiency. In this case, we’ll change the problem by
|
||||
allows for greater efficiency. In this case, we'll change the problem by
|
||||
putting padding bytes around the edge of the cellmap, and duplicating
|
||||
each edge of the cellmap in the padding bytes at the opposite side, as
|
||||
shown in Figure 17.2. That way, a hard-wired neighbor count will find
|
||||
exactly what it should—the opposite edge—without any special code at
|
||||
all.
|
||||
|
||||
But doesn’t that extra copying of the edges take time? Sure, but only a
|
||||
But doesn't that extra copying of the edges take time? Sure, but only a
|
||||
little; we can build it into the cellmap copying function, and then
|
||||
frankly we won’t even notice it. Avoiding tens or hundreds of thousands
|
||||
frankly we won't even notice it. Avoiding tens or hundreds of thousands
|
||||
of calls to **cell\_state(),** on the other hand, will be *very*
|
||||
noticeable. Listing 17.3 shows the alterations to Listing 17.1 required
|
||||
to implement a hard-wired neighbor-counting function. This is a minor
|
||||
change, in truth, implemented in about half an hour and not making the
|
||||
code significantly larger—but Listing 17.3 is 3.6 times faster than
|
||||
Listing 17.1, as shown in Table 17.1. We’re up to about 10 generations
|
||||
Listing 17.1, as shown in Table 17.1. We're up to about 10 generations
|
||||
per second on a 486; not where we want to be, but it is a vast
|
||||
improvement.
|
||||
|
||||
\
|
||||
**Figure 17.2** *The “padding cells” solution.*
|
||||
**Figure 17.2** *The "padding cells" solution.*
|
||||
|
||||
**LISTING 17.3 L17-3.CPP**
|
||||
|
||||
|
|
@ -79,7 +79,7 @@ improvement.
|
|||
memset(cells, 0, length_in_bytes); // clear all cells, to start
|
||||
}
|
||||
|
||||
/* Copies one cellmap’s cells to another cellmap. If wrapping is
|
||||
/* Copies one cellmap's cells to another cellmap. If wrapping is
|
||||
enabled, copies edge (wrap) bytes into opposite padding bytes in
|
||||
source first, so that the padding bytes off each edge have the
|
||||
same values as would be found by wrapping around to the opposite
|
||||
|
|
|
|||
22
17-05.md
22
17-05.md
|
|
@ -7,7 +7,7 @@ the member functions to compensate for the padding. Also note that the
|
|||
width now has to be a multiple of eight, to facilitate the process of
|
||||
copying the edges to the opposite padding bytes. We have decreased the
|
||||
generality of our Game of Life implementation in exchange for better
|
||||
performance. That’s a very common trade-off, as common as trading memory
|
||||
performance. That's a very common trade-off, as common as trading memory
|
||||
for performance. As a rule, the more general a program is, the slower it
|
||||
is. A corollary is that often (not always, but often), the more heavily
|
||||
optimized a program is, the more complex and the more difficult to
|
||||
|
|
@ -15,17 +15,17 @@ implement it is. You can often improve performance a good deal by
|
|||
implementing only the level of generality you need, but at the same time
|
||||
decreased generality makes it more difficult to change or port the
|
||||
program at some later date. A Game of Life implementation, such as
|
||||
Listing 17.1, that’s built on **set\_cell()**, **clear\_cell()**, and
|
||||
Listing 17.1, that's built on **set\_cell()**, **clear\_cell()**, and
|
||||
**get\_cell()** is completely general; you can change the cell storage
|
||||
format simply by changing the constructor and those three functions.
|
||||
Listing 17.3 is harder to change because **count\_neighbors()** would
|
||||
also have to be altered, and it’s more complex than any of the other
|
||||
also have to be altered, and it's more complex than any of the other
|
||||
functions.
|
||||
|
||||
So, in Listing 17.3, we’ve gotten under the hood and changed the cellmap
|
||||
So, in Listing 17.3, we've gotten under the hood and changed the cellmap
|
||||
format a little, and gotten impressive results. But now
|
||||
**count\_neighbors()** is hard-wired for optimized counting, and it’s
|
||||
still taking up more than half the time. Maybe now it’s time to go to
|
||||
**count\_neighbors()** is hard-wired for optimized counting, and it's
|
||||
still taking up more than half the time. Maybe now it's time to go to
|
||||
assembly?
|
||||
|
||||
Not hardly.
|
||||
|
|
@ -37,7 +37,7 @@ then see if we can find an alternative approach that better fits the
|
|||
application. It would actually have made much more sense if we had
|
||||
looked for a new approach as our first optimization step, but I decided
|
||||
it would be better to cover straightforward C++ optimizations at this
|
||||
point, and the mind-bending stuff a little later. Right now, let’s look
|
||||
point, and the mind-bending stuff a little later. Right now, let's look
|
||||
at some C++ optimizations; Listing 17.4 is a C++-optimized version of
|
||||
Listing 17.3.
|
||||
|
||||
|
|
@ -138,21 +138,21 @@ eliminating all remaining function calls and from-scratch address/mask
|
|||
calculations.
|
||||
|
||||
The net effect of these optimizations is that Listing 17.4 is more than
|
||||
twice as fast as Listing 17.3; we’ve achieved the desired 18 generations
|
||||
twice as fast as Listing 17.3; we've achieved the desired 18 generations
|
||||
per second, albeit only on a 486, and only at 96x96. (The **\#define**
|
||||
that enables code limiting the speed to 18 Hz, which seemed ridiculous
|
||||
in Listing 17.1, is actually useful for keeping the generations from
|
||||
iterating too quickly when Listing 17.4 is running on a 486, especially
|
||||
with a small cellmap like 48x48.) We’ve sped things up by about eight
|
||||
with a small cellmap like 48x48.) We've sped things up by about eight
|
||||
times so far; we need to increase our speed another ten times to reach
|
||||
our goal of 200x200 at 18 generations per second on a 20 MHz 386.
|
||||
|
||||
It’s undoubtedly possible to improve the performance of Listing 17.4
|
||||
It's undoubtedly possible to improve the performance of Listing 17.4
|
||||
further by fine-tuning the code, but no tremendous improvement is
|
||||
possible that way.
|
||||
|
||||
------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *Once you’ve reached the point of fine-tuning pointer usage and register variables and the like in C or C++, you’ve become compiler-dependent; you therefore might as well go to assembly and get the real McCoy.*
|
||||
 *Once you've reached the point of fine-tuning pointer usage and register variables and the like in C or C++, you've become compiler-dependent; you therefore might as well go to assembly and get the real McCoy.*
|
||||
------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
|
|
|||
34
17-06.md
34
17-06.md
|
|
@ -2,10 +2,10 @@
|
|||
[Previous](17-05.html) [Table of Contents](index.html) [Next](17-07.html)
|
||||
------------------------ --------------------------------- --------------------
|
||||
|
||||
We’re still not ready for assembly, though; what we need is a new
|
||||
We're still not ready for assembly, though; what we need is a new
|
||||
perspective that lends itself to vastly better performance in C++. The
|
||||
Life program in the next section is *three to seven times* faster than
|
||||
Listing 17.4—and it’s still in C++.
|
||||
Listing 17.4—and it's still in C++.
|
||||
|
||||
How is this possible? Here are some hints:
|
||||
|
||||
|
|
@ -19,10 +19,10 @@ How is this possible? Here are some hints:
|
|||
|
||||
In the previous section, we saw how a C++ program could be sped up about
|
||||
eight times simply by rearranging the data and code in straightforward
|
||||
ways. Now we’re going to see how right-brain non-linear optimization can
|
||||
ways. Now we're going to see how right-brain non-linear optimization can
|
||||
speed things up by another four times—and make the code *simpler.*
|
||||
|
||||
Now *that’s* Zen code optimization.
|
||||
Now *that's* Zen code optimization.
|
||||
|
||||
I have two objectives to achieve in the remainder of this chapter.
|
||||
First, I want to show that optimization consists of many levels, from
|
||||
|
|
@ -43,25 +43,25 @@ optimizations were moving the critical code into a single loop and using
|
|||
pointers rather than member functions whenever possible. In other words,
|
||||
we took what we already knew and made it more efficient.
|
||||
|
||||
Now it’s time to re-examine the nature of this programming task from the
|
||||
ground up, looking for things that we *don’t* yet know. Let’s take a
|
||||
Now it's time to re-examine the nature of this programming task from the
|
||||
ground up, looking for things that we *don't* yet know. Let's take a
|
||||
moment to review what the Game of Life consists of. The basic task is
|
||||
evolving a new generation, and that’s done by looking at the number of
|
||||
“on” neighbors a cell has and the cell’s own state. If a cell is on, and
|
||||
evolving a new generation, and that's done by looking at the number of
|
||||
"on" neighbors a cell has and the cell's own state. If a cell is on, and
|
||||
two or three neighbors are on, then the cell stays on; otherwise, an
|
||||
on-cell is turned off. If a cell is off and exactly three neighbors are
|
||||
on, then the cell is turned on; otherwise, an off-cell stays off. That’s
|
||||
on, then the cell is turned on; otherwise, an off-cell stays off. That's
|
||||
all there is to it. As any fool can see, the trick is to arrange things
|
||||
so that we can count neighbors and check the cell state as quickly as
|
||||
possible. Large lookup tables, oddly encoded cellmaps, and lots of
|
||||
bit-twiddling assembly code spring to mind as possible approaches. Can’t
|
||||
bit-twiddling assembly code spring to mind as possible approaches. Can't
|
||||
you just feel your adrenaline start to pump?
|
||||
|
||||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *Relax. Step back. Try to divine the true nature of the problem. The object is not to count neighbors and check cell states as quickly as possible; that’s just one possible implementation. The object is to determine when a cell’s state must be changed and to change it appropriately, and that’s what we need to do as quickly as possible.*
|
||||
 *Relax. Step back. Try to divine the true nature of the problem. The object is not to count neighbors and check cell states as quickly as possible; that's just one possible implementation. The object is to determine when a cell's state must be changed and to change it appropriately, and that's what we need to do as quickly as possible.*
|
||||
------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
What difference does that new perspective make? Let’s approach it this
|
||||
What difference does that new perspective make? Let's approach it this
|
||||
way. What does a typical cellmap look like? As it happens, after a few
|
||||
generations, the vast majority of cells are off. In fact, the vast
|
||||
majority of cells are not only off but are entirely surrounded by
|
||||
|
|
@ -69,7 +69,7 @@ off-cells. Also, cells change state infrequently; in any given
|
|||
generation after the first few, most cells remain in the same state as
|
||||
in the previous generation.
|
||||
|
||||
Do you see where I’m heading? Do you hear a whisper of inspiration from
|
||||
Do you see where I'm heading? Do you hear a whisper of inspiration from
|
||||
your right brain? The original implementation stored cell states as
|
||||
1-bits (on), or 0-bits (off). For each generation and for each cell, it
|
||||
counted the states of the eight neighbors, for an average of eight
|
||||
|
|
@ -96,7 +96,7 @@ only one-tenth that of the original approach!
|
|||
|
||||
#### Acting on What We Know {#Heading10}
|
||||
|
||||
Once we’ve changed the cellmap format to store neighbor counts as well
|
||||
Once we've changed the cellmap format to store neighbor counts as well
|
||||
as states, with a byte for each cell, we can get another performance
|
||||
boost by again examining what we know about our data. I said earlier
|
||||
that most cells are off during any given generation. This means that
|
||||
|
|
@ -106,13 +106,13 @@ can skip over scads of unchanged cells at a pop simply by scanning for
|
|||
non-zero bytes. This is much faster than explicitly testing cell states
|
||||
and neighbor counts, and lends itself beautifully to assembly language
|
||||
implementation as **REPZ SCASB** or (with a little cleverness) **REPZ
|
||||
SCASW.** (Unfortunately, there’s no C library function that can scan
|
||||
memory for the next byte that’s non-zero.)
|
||||
SCASW.** (Unfortunately, there's no C library function that can scan
|
||||
memory for the next byte that's non-zero.)
|
||||
|
||||
Listing 17.5 is a Game of Life implementation that uses the
|
||||
neighbor-count cell map format and scans for non-zero bytes. On a 20 MHz
|
||||
386, Listing 17.5 is about 4.5 times faster at calculating generations
|
||||
(that is, the generation engine is 4.5 times faster; I’m ignoring the
|
||||
(that is, the generation engine is 4.5 times faster; I'm ignoring the
|
||||
time consumed by drawing and text display) than Listing 17.4, which is
|
||||
no slouch. On a 33 MHz 486, Listing 17.5 is about 3.5 times faster than
|
||||
Listing 17.4. This is true even though Listing 17.5 must be compiled
|
||||
|
|
|
|||
18
17-07.md
18
17-07.md
|
|
@ -76,11 +76,11 @@
|
|||
|
||||
// Keep recalculating and redisplaying generations until any key
|
||||
// is pressed
|
||||
show_text(0, MSG_LINE, “Generation: ”);
|
||||
show_text(0, MSG_LINE, "Generation: ");
|
||||
start_bios_time = _bios_timeofday(_TIME_GETCLOCK, &bios_time);
|
||||
do {
|
||||
generation++;
|
||||
sprintf(gen_text, “%10lu”, generation);
|
||||
sprintf(gen_text, "%10lu", generation);
|
||||
show_text(1, GENERATION_LINE, gen_text);
|
||||
// Recalculate and draw the next generation
|
||||
current_map.next_generation();
|
||||
|
|
@ -95,8 +95,8 @@
|
|||
|
||||
getch(); // clear keypress
|
||||
exit_display_mode();
|
||||
cout << “Total generations: ” << generation << “\nSeed: ” <<
|
||||
seed << “\n”;
|
||||
cout << "Total generations: " << generation << "\nSeed: " <<
|
||||
seed << "\n";
|
||||
}
|
||||
|
||||
/* cellmap constructor. */
|
||||
|
|
@ -108,7 +108,7 @@
|
|||
cells = new unsigned char[length_in_bytes]; // cell storage
|
||||
temp_cells = new unsigned char[length_in_bytes]; // temp cell storage
|
||||
if ( (cells == NULL) || (temp_cells == NULL) ) {
|
||||
printf(“Out of memory\n”);
|
||||
printf("Out of memory\n");
|
||||
exit(1);
|
||||
}
|
||||
memset(cells, 0, length_in_bytes); // clear all cells, to start
|
||||
|
|
@ -229,11 +229,11 @@
|
|||
cell_ptr++; // advance to the next cell
|
||||
if (++x >= w) goto RowDone;
|
||||
}
|
||||
// Found a cell that’s either on or has on-neighbors,
|
||||
// Found a cell that's either on or has on-neighbors,
|
||||
// so see if its state needs to be changed
|
||||
count = *cell_ptr >> 1; // # of neighboring on-cells
|
||||
if (*cell_ptr & 0x01) {
|
||||
// Cell is on; turn it off if it doesn’t have
|
||||
// Cell is on; turn it off if it doesn't have
|
||||
// 2 or 3 neighbors
|
||||
if ((count != 2) && (count != 3)) {
|
||||
clear_cell(x, y);
|
||||
|
|
@ -259,14 +259,14 @@
|
|||
unsigned int x, y, init_length;
|
||||
|
||||
// Get the seed; seed randomly if 0 entered
|
||||
cout << “Seed (0 for random seed): ”;
|
||||
cout << "Seed (0 for random seed): ";
|
||||
cin >> seed;
|
||||
if (seed == 0) seed = (unsigned) time(NULL);
|
||||
|
||||
// Randomly initialize the initial cell map to 50% on-pixels
|
||||
// (actually generally fewer, because some coordinates will be
|
||||
// randomly selected more than once)
|
||||
cout << “Initializing...”;
|
||||
cout << "Initializing...";
|
||||
srand(seed);
|
||||
init_length = (height * width) / 2;
|
||||
do {
|
||||
|
|
|
|||
26
17-08.md
26
17-08.md
|
|
@ -4,48 +4,48 @@
|
|||
|
||||
The large model is actually not necessary for the 96x96 cellmap in
|
||||
Listing 17.5. However, I was actually more interested in seeing a fast
|
||||
200x200 cellmap, and two 200x200 cellmaps can’t fit in a single segment.
|
||||
200x200 cellmap, and two 200x200 cellmaps can't fit in a single segment.
|
||||
(This can easily be worked around in assembly language for cellmaps up
|
||||
to a segment in size; beyond that size, cellmap scanning becomes pretty
|
||||
complex, although it can still be efficiently implemented with some
|
||||
clever programming.)
|
||||
|
||||
Anyway, using the large model helps illustrate that it’s the data
|
||||
Anyway, using the large model helps illustrate that it's the data
|
||||
representation and the data processing approach you choose that matter
|
||||
most. Optimization details like memory models and segments and in-line
|
||||
functions and assembly language are important but secondary. Let your
|
||||
mind roam creatively before you start coding. Otherwise, you may find
|
||||
you’re writing well-tuned slow code, which is by no means the same thing
|
||||
you're writing well-tuned slow code, which is by no means the same thing
|
||||
as fast code.
|
||||
|
||||
Take a close look at Listing 17.5. You will see that it’s quite a bit
|
||||
simpler than Listing 17.4. To some extent, that’s because I decided to
|
||||
Take a close look at Listing 17.5. You will see that it's quite a bit
|
||||
simpler than Listing 17.4. To some extent, that's because I decided to
|
||||
hard-wire the program to wrap around from one edge of the cellmap to the
|
||||
other (it’s much more interesting that way), but the main reason is that
|
||||
it’s a lot easier to work with the neighbor-count model. There’s no
|
||||
other (it's much more interesting that way), but the main reason is that
|
||||
it's a lot easier to work with the neighbor-count model. There's no
|
||||
complex mask and pointer management, and the only thing that *really*
|
||||
needs to be optimized is scanning for zero bytes. (And, in fact, I
|
||||
haven’t optimized even that because it’s done in a C++ loop; it should
|
||||
haven't optimized even that because it's done in a C++ loop; it should
|
||||
really be **REPZ SCASB.**)
|
||||
|
||||
In truth, none of the code in Listing 17.5 is particularly
|
||||
well-optimized, and, as I noted, the program must be compiled with the
|
||||
large model for large cellmaps. Also, of course, the entire program is
|
||||
still in C++; note well that there’s not a whit of assembly here.
|
||||
still in C++; note well that there's not a whit of assembly here.
|
||||
|
||||
------------------- -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *We’ve gotten more than a 30-times speedup simply by removing a little of the abstraction that C++ encourages, and by storing and processing the data in a manner appropriate for the typical nature of the data itself. In other words, we’ve done some linear, left-brained optimization (using pointers and reducing calls) and some non-linear, right-brained optimization (understanding the real problem and listening for the creative whisper of non-obvious solutions).*
|
||||
 *We've gotten more than a 30-times speedup simply by removing a little of the abstraction that C++ encourages, and by storing and processing the data in a manner appropriate for the typical nature of the data itself. In other words, we've done some linear, left-brained optimization (using pointers and reducing calls) and some non-linear, right-brained optimization (understanding the real problem and listening for the creative whisper of non-obvious solutions).*
|
||||
------------------- -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
No doubt we could get another two to five times improvement with good
|
||||
assembly code—but that’s dwarfed by a 30-times improvement, so
|
||||
assembly code—but that's dwarfed by a 30-times improvement, so
|
||||
optimization at a conceptual level *must* come first.
|
||||
|
||||
#### The Challenge That Ate My Life {#Heading11}
|
||||
|
||||
The most recent optimization challenge I laid my community of readers
|
||||
was to write the fastest possible Game of Life generation engine. By
|
||||
“engine” I meant that I didn’t care about time spent in input or output,
|
||||
"engine" I meant that I didn't care about time spent in input or output,
|
||||
only time consumed by the call to **next-generation.** The time spent
|
||||
updating the cellmap was what I wanted people to concentrate on.
|
||||
|
||||
|
|
@ -70,7 +70,7 @@ Here are the rules I laid down for the challenge:
|
|||
That was the challenge I put to the readers. Little did I realize the
|
||||
challenge it would lay on *me:* Entries poured in from the four corners
|
||||
of the globe. Some were plain, some were brilliant, some were, well,
|
||||
berserk. Many didn’t even work. But all had to be gone through, examined
|
||||
berserk. Many didn't even work. But all had to be gone through, examined
|
||||
for adherence to the rules, read, compiled, linked, run, and judged. I
|
||||
learned a lot—about a lot of things, not the least of which was the
|
||||
process (or maybe the wisdom) of laying down challenges to readers.
|
||||
|
|
|
|||
36
18-01.md
36
18-01.md
|
|
@ -3,7 +3,7 @@
|
|||
------------------------ --------------------------------- --------------------
|
||||
|
||||
Chapter 18\
|
||||
It’s a plain Wonderful Life {#Heading1}
|
||||
It's a plain Wonderful Life {#Heading1}
|
||||
----------------------------
|
||||
|
||||
### Optimization beyond the Pale {#Heading2}
|
||||
|
|
@ -18,9 +18,9 @@ inside the cone too—except the pear-shaped kid bringing up the rear, who
|
|||
plodded his way around every single cone on his way to finishing about
|
||||
half a lap behind. When the laggard finally crossed the finish line, the
|
||||
coach named him the winner, to my considerable irritation. After all,
|
||||
the object was to see who could run the fastest, wasn’t it?
|
||||
the object was to see who could run the fastest, wasn't it?
|
||||
|
||||
Actually, it wasn’t. The object was to see who could run the fastest
|
||||
Actually, it wasn't. The object was to see who could run the fastest
|
||||
according to the limitations placed upon the contest. This is a crucial
|
||||
distinction, although usually taken for granted. Would it have been
|
||||
legitimate if I had cut across the middle of the field? If I had ridden
|
||||
|
|
@ -32,13 +32,13 @@ Why am I telling you this? First, because it is a useful lesson for
|
|||
programming.
|
||||
|
||||
------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
 *All programming is performed within limitations, some of which can be bent or changed, but many of which cannot. You cannot change the maximum memory bandwidth of a VGA, or the maximum instruction execution rate of a 486. That is why the stunning 3D demos you see at SIGGRAPH have only passing relevance to everyday life on the desktop. A rule that Intel’s chip designers cannot break is 8086 compatibility, much as I’m sure they’d like to, but of course the flip side is that although RISC chips are technically superior, they command but a small fraction of the market; raw performance is not the arena of competition. Similarly, you will often be unable to change the specifications for the software you implement.*
|
||||
 *All programming is performed within limitations, some of which can be bent or changed, but many of which cannot. You cannot change the maximum memory bandwidth of a VGA, or the maximum instruction execution rate of a 486. That is why the stunning 3D demos you see at SIGGRAPH have only passing relevance to everyday life on the desktop. A rule that Intel's chip designers cannot break is 8086 compatibility, much as I'm sure they'd like to, but of course the flip side is that although RISC chips are technically superior, they command but a small fraction of the market; raw performance is not the arena of competition. Similarly, you will often be unable to change the specifications for the software you implement.*
|
||||
------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
### Breaking the Rules {#Heading3}
|
||||
|
||||
The other reason for the anecdote has to do with the way my second
|
||||
Optimization Challenge worked itself out. If you’ll recall from the last
|
||||
Optimization Challenge worked itself out. If you'll recall from the last
|
||||
chapter, the challenge I made to the readers of *PC TECHNIQUES* was to
|
||||
devise the fastest possible version of the Game of Life cellular
|
||||
automata simulation game. I gave an example, laid out the rules, and
|
||||
|
|
@ -49,14 +49,14 @@ that every submitted entry broke the rules. *Every single entry*. The
|
|||
rules clearly stated that submitted code must produce *exactly the same
|
||||
output* as my example implementation under all circumstances in order to
|
||||
be eligible to win. I do not think that there can be any question about
|
||||
what “exactly the same output” means. It means the same pixels, in the
|
||||
what "exactly the same output" means. It means the same pixels, in the
|
||||
same colors, at the same places on the screen at the same points in all
|
||||
the Life simulations that the original code was capable of running.
|
||||
Period. And not one of the entries met that standard. Some submitted
|
||||
listings were more than 400 lines long. Some didn’t display the
|
||||
generation number at the right side of the screen, didn’t draw the same
|
||||
pixel colors, or didn’t bother with magnification. Some had bugs. Some
|
||||
didn’t support all possible cellmap widths and heights up to 200x200,
|
||||
listings were more than 400 lines long. Some didn't display the
|
||||
generation number at the right side of the screen, didn't draw the same
|
||||
pixel colors, or didn't bother with magnification. Some had bugs. Some
|
||||
didn't support all possible cellmap widths and heights up to 200x200,
|
||||
requiring widths and heights that were specific multiples of a number of
|
||||
cells that lent itself to a particular implementation.
|
||||
|
||||
|
|
@ -75,16 +75,16 @@ a winner in the true spirit of the contest: raw speed. Two winners, in
|
|||
fact: Peter Klerings, a programmer for Turck GmbH in Munich, Germany,
|
||||
whose entry just plain runs like a bat out of hell, and David Stafford
|
||||
(who was also the winner of my first Optimization Challenge), of Borland
|
||||
International, whose entry is slightly slower mainly because he didn’t
|
||||
International, whose entry is slightly slower mainly because he didn't
|
||||
optimize the drawing part of the program, in full accordance with the
|
||||
contest rules, which specifically excluded drawing time from
|
||||
consideration. Unfortunately, Peter’s generation code and drawing code
|
||||
consideration. Unfortunately, Peter's generation code and drawing code
|
||||
are so tightly intertwined that it is impossible to separate them, and
|
||||
hence not really possible to figure out whose generation engine is
|
||||
faster. Anyway, at 180 to 200 generations per second, including drawing
|
||||
time, for 200x200 cellmaps (and in the neighborhood of *1000* gps for
|
||||
96x96 cellmaps, the size of my original implementation), they’re the
|
||||
fastest submissions I received. They’re both more than an order of
|
||||
96x96 cellmaps, the size of my original implementation), they're the
|
||||
fastest submissions I received. They're both more than an order of
|
||||
magnitude faster than my final optimized C++ Life implementation shown
|
||||
in Chapter 17, and more than 300 times faster than my original,
|
||||
perfectly functional Life implementation. Not 300 percent—300 *times*.
|
||||
|
|
@ -95,11 +95,11 @@ true objective of the challenge has been met: pure, breathtaking
|
|||
|
||||
Notwithstanding, *mea culpa*. The next time I lay a challenge, I will
|
||||
define the rules with scrupulous care. Even so, this was much more than
|
||||
just another cycle-counting contest. We’re fortunate enough to be privy
|
||||
just another cycle-counting contest. We're fortunate enough to be privy
|
||||
to a startling demonstration of the power of the best optimizer anyone
|
||||
has yet devised—you. (That’s the general “you”; I realize that the
|
||||
specific “you” may or may not be quite up to the optimizing level of the
|
||||
specific “David Stafford” or “Peter Klerings.”)
|
||||
has yet devised—you. (That's the general "you"; I realize that the
|
||||
specific "you" may or may not be quite up to the optimizing level of the
|
||||
specific "David Stafford" or "Peter Klerings.")
|
||||
|
||||
Onward to the code.
|
||||
|
||||
|
|
|
|||
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue