Cranking Floating Point Performance To 11 On The iPhone

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    Notes on slide 1

    Slides will be up on my web site after the talk

    I just wanted to flash that to scare people off :-)

    In the last 11 years I’ve made games for almost every major platform out there

    In the last 11 years I’ve made games for almost every major platform out there

    In the last 11 years I’ve made games for almost every major platform out there

    In the last 11 years I’ve made games for almost every major platform out there

    In the last 11 years I’ve made games for almost every major platform out there

    In the last 11 years I’ve made games for almost every major platform out there

    During that time, working on engine technology and trying to achieve maximum performance
    Performance always very important

    Almost a year ago I started Snappy Touch

    Almost a year ago I started Snappy Touch

    Almost a year ago I started Snappy Touch

    Don’t waste time optimizing if you don’t have to
    Sometimes you need performance to back up design
    Also, beware optimizing the best case. Optimize the worst case!

    Don’t waste time optimizing if you don’t have to
    Sometimes you need performance to back up design
    Also, beware optimizing the best case. Optimize the worst case!

    Don’t waste time optimizing if you don’t have to
    Sometimes you need performance to back up design
    Also, beware optimizing the best case. Optimize the worst case!

    Don’t waste time optimizing if you don’t have to
    Sometimes you need performance to back up design
    Also, beware optimizing the best case. Optimize the worst case!

    Not necessary to understand the format, but helps a lot to understand source of problems
    Single precision (32 bit) vs double (64 bits)

    Let’s see what we have to work with

    Let’s see what we have to work with

    Let’s see what we have to work with

    We want to optimize for the old model

    We want to optimize for the old model

    So plan accordingly!

    So plan accordingly!

    ACTION: Go to XCode
    Simulator vs. device
    Release

    ACTION: Go to XCode
    Simulator vs. device
    Release

    ACTION: Go to XCode
    Simulator vs. device
    Release

    What’s going on in there??

    That’s more like it!

    I’m saying that so you can see how anybody can get a good understand ing of that, not so that you leave me right now :-)

    I’m saying that so you can see how anybody can get a good understand ing of that, not so that you leave me right now :-)

    I’m saying that so you can see how anybody can get a good understand ing of that, not so that you leave me right now :-)

    I’m saying that so you can see how anybody can get a good understand ing of that, not so that you leave me right now :-)

    I’m saying that so you can see how anybody can get a good understand ing of that, not so that you leave me right now :-)

    I’m saying that so you can see how anybody can get a good understand ing of that, not so that you leave me right now :-)

    I’m saying that so you can see how anybody can get a good understand ing of that, not so that you leave me right now :-)

    I’m saying that so you can see how anybody can get a good understand ing of that, not so that you leave me right now :-)

    I’m saying that so you can see how anybody can get a good understand ing of that, not so that you leave me right now :-)

    Single operation

    Single operation

    Single operation

    Single operation

    Single operation

    Single operation

    Need to get down to the metal

    Can control how many register to use for each operation.
    Up to 8 at once!
    Bank 0 is always scalar!!!

    Can control how many register to use for each operation.
    Up to 8 at once!
    Bank 0 is always scalar!!!

    Stride

    Read the manual for the specific instructions

    That didn’t help much! What’s going on?

    That didn’t help much! What’s going on?

    That didn’t help much! What’s going on?

    Barely much of an improvement!

    Barely much of an improvement!

    VFP almost as fast as just iterating through the loop.
    Calculations become almost free!!!

    VFP almost as fast as just iterating through the loop.
    Calculations become almost free!!!

    This is one pipeline
    Can squeeze more performance by doing up to 3 operations at the same time

    ACTION: Switch to XCode

    ACTION: Switch to XCode

    ACTION: Switch to XCode

    ACTION: Switch to XCode

    ACTION: Switch to XCode

    The vfp on the 3GS seems to be running at half the speed in comparison to the 3G
    That combined with a much faster CPU, makes it pretty useless there

    The vfp on the 3GS seems to be running at half the speed in comparison to the 3G
    That combined with a much faster CPU, makes it pretty useless there

    The vfp on the 3GS seems to be running at half the speed in comparison to the 3G
    That combined with a much faster CPU, makes it pretty useless there

    The vfp on the 3GS seems to be running at half the speed in comparison to the 3G
    That combined with a much faster CPU, makes it pretty useless there

    Maybe next year’s 360iDev session :-)

    Maybe next year’s 360iDev session :-)

    Maybe next year’s 360iDev session :-)

    Maybe next year’s 360iDev session :-)

    1 Favorite

    Cranking Floating Point Performance To 11 On The iPhone - Presentation Transcript

    1. Cranking Floating Point Performance Up To 11  Noel Llopis Snappy Touch http://twitter.com/snappytouch noel@snappytouch.com http://gamesfromwithin.com
    2. void* p = &s_particles2[0]; asm volatile ( "fldmias %1, {s0} nt" "fldmias %2, {s1} nt" "mov r1, %0 nt" "mov r2, %0 nt" "mov r3, %3 nt" "0: nt" "fldmias r1!, {s8-s13} nt" "fldmias r1!, {s16-s21} nt" "fmacs s8, s16, s0 nt" "fmuls s16, s16, s1 nt" "fstmias r2!, {s8-s13} nt" "fstmias r2!, {s16-s21} nt" "subs r3, r3, #1 nt" "bne 0b nt" : : "r" (p), "r" (&dt), "r" (&drag), "r" (iterations) : "r0", "r1", "r2", "r3", "cc", "memory" );
    3. “Don’t do that bit- twiddling thing”
    4. “Don’t do that bit- twiddling thing” “Optimize at the algorithm level”
    5. “Don’t do that bit- twiddling thing” “Optimize at the algorithm level” Yes, but key to good performance is looking at your data and your target platform
    6. Floating Point Performance
    7. Floating point numbers
    8. Floating point numbers • Representation of rational numbers
    9. Floating point numbers • Representation of rational numbers • 1.2345, -0.8374, 2.0000, 14388439.34, etc
    10. Floating point numbers • Representation of rational numbers • 1.2345, -0.8374, 2.0000, 14388439.34, etc • Following IEEE 754 format
    11. Floating point numbers • Representation of rational numbers • 1.2345, -0.8374, 2.0000, 14388439.34, etc • Following IEEE 754 format • Single precision: 32 bits
    12. Floating point numbers • Representation of rational numbers • 1.2345, -0.8374, 2.0000, 14388439.34, etc • Following IEEE 754 format • Single precision: 32 bits • Double precision: 64 bits
    13. Floating point numbers
    14. Floating point numbers
    15. Why floating point performance?
    16. Why floating point performance? • Most games use floating point numbers for most of their calculations
    17. Why floating point performance? • Most games use floating point numbers for most of their calculations • Positions, velocities, physics, etc, etc.
    18. Why floating point performance? • Most games use floating point numbers for most of their calculations • Positions, velocities, physics, etc, etc. • Maybe not so much for regular apps
    19. CPU
    20. CPU • 32-bit RISC ARM 11
    21. CPU • 32-bit RISC ARM 11 • 400-535Mhz
    22. CPU • 32-bit RISC ARM 11 • 400-535Mhz • iPhone 2G/3G and iPod Touch 1st and 2nd gen
    23. CPU (iPhone 3GS)
    24. CPU (iPhone 3GS) • Cortex-A8 600MHz
    25. CPU (iPhone 3GS) • Cortex-A8 600MHz • More advanced architecture
    26. CPU
    27. CPU • No floating point support in the ARM CPU!!!
    28. How about integer math?
    29. How about integer math? • No need to do any floating point operations
    30. How about integer math? • No need to do any floating point operations • Fully supported in the ARM processor
    31. How about integer math? • No need to do any floating point operations • Fully supported in the ARM processor • But...
    32. Integer Divide
    33. Integer Divide
    34. Integer Divide There is no integer divide
    35. Fixed-point arithmetic
    36. Fixed-point arithmetic • Sometimes integer arithmetic doesn’t cut it
    37. Fixed-point arithmetic • Sometimes integer arithmetic doesn’t cut it • You need to represent rational numbers
    38. Fixed-point arithmetic • Sometimes integer arithmetic doesn’t cut it • You need to represent rational numbers • Can use a fixed-point library.
    39. Fixed-point arithmetic • Sometimes integer arithmetic doesn’t cut it • You need to represent rational numbers • Can use a fixed-point library. • Performs rational arithmetic with integer values at a reduced range/resolution.
    40. Fixed-point arithmetic • Sometimes integer arithmetic doesn’t cut it • You need to represent rational numbers • Can use a fixed-point library. • Performs rational arithmetic with integer values at a reduced range/resolution. • Not so great...
    41. Floating point support
    42. Floating point support • There’s a floating point unit
    43. Floating point support • There’s a floating point unit • Compiled C/C++/ObjC code uses the VFP unit for any floating point operations.
    44. Sample program
    45. Sample program struct Particle { float x, y, z; float vx, vy, vz; };
    46. Sample program struct Particle for (int i=0; i<MaxParticles; ++i) { { float x, y, z; Particle& p = s_particles[i]; float vx, vy, vz; p.x += p.vx*dt; }; p.y += p.vy*dt; p.z += p.vz*dt; p.vx *= drag; p.vy *= drag; p.vz *= drag; }
    47. Sample program struct Particle for (int i=0; i<MaxParticles; ++i) { { float x, y, z; Particle& p = s_particles[i]; float vx, vy, vz; p.x += p.vx*dt; }; p.y += p.vy*dt; p.z += p.vz*dt; p.vx *= drag; p.vy *= drag; p.vz *= drag; } • 14.1 seconds on an iPod Touch 2nd gen
    48. Floating point support
    49. Floating point support Trust no one!
    50. Floating point support Trust no one! When in doubt, check the assembly generated
    51. Floating point support
    52. Thumb Mode
    53. Thumb Mode
    54. Thumb Mode • CPU has a special thumb mode.
    55. Thumb Mode • CPU has a special thumb mode. • Less memory, maybe better performance.
    56. Thumb Mode • CPU has a special thumb mode. • Less memory, maybe better performance. • No floating point support.
    57. Thumb Mode • CPU has a special thumb mode. • Less memory, maybe better performance. • No floating point support. • Every timeitthere’s an fp of operation, switches out Thumb, does the fp operation, and switches back on.
    58. Thumb Mode
    59. Thumb Mode • It’s on by default!
    60. Thumb Mode • It’s on by default! • Potentiallyoff. wins turning it HUGE
    61. Thumb Mode • It’s on by default! • Potentiallyoff. wins turning it HUGE
    62. Thumb Mode
    63. Thumb Mode • Turning off Thumb mode increased performance in Flower Garden by over 2x
    64. Thumb Mode • Turning off Thumb mode increased performance in Flower Garden by over 2x • Heavy usage of floating point operations though
    65. Thumb Mode • Turning off Thumb mode increased performance in Flower Garden by over 2x • Heavy usage of floating point operations though • Most games will probably benefit from turning it off (especially 3D games)
    66. 5.1 seconds!
    67. ARM assembly DISCLAIMER:
    68. ARM assembly DISCLAIMER: I’m not an ARM assembly expert!!!
    69. ARM assembly DISCLAIMER: I’m not an ARM assembly expert!!!
    70. ARM assembly DISCLAIMER: I’m not an ARM assembly expert!!!
    71. ARM assembly DISCLAIMER: I’m not an ARM assembly expert!!! Z80!!!
    72. ARM assembly
    73. ARM assembly • Hit the docs
    74. ARM assembly • Hit the docs • References included in your USB card
    75. ARM assembly • Hit the docs • References included in your USB card • Or download them from the ARM site
    76. ARM assembly • Hit the docs • References included in your USB card • Or download them from the ARM site • http://bit.ly/arminfo
    77. ARM assembly
    78. ARM assembly • Reading assembly is a very important skill for high-performance programming
    79. ARM assembly • Reading assembly is a very important skill for high-performance programming • Writing is more specialized. Most people don’t need to.
    80. VFP unit
    81. VFP unit A0
    82. VFP unit A0 +
    83. VFP unit A0 + B0
    84. VFP unit A0 + B0 =
    85. VFP unit A0 + B0 = C0
    86. VFP unit A0 + B0 = C0 A1 + B1 = C1
    87. VFP unit A0 A2 + + B0 B2 = = C0 C2 A1 + B1 = C1
    88. VFP unit A0 A2 + + B0 B2 = = C0 C2 A1 A3 + + B1 B3 = = C1 C3
    89. VFP unit
    90. VFP unit A0 A1 A2 A3
    91. VFP unit A0 A1 A2 A3 +
    92. VFP unit A0 A1 A2 A3 + B0 B1 B2 B3
    93. VFP unit A0 A1 A2 A3 + B0 B1 B2 B3 =
    94. VFP unit A0 A1 A2 A3 + B0 B1 B2 B3 = C0 C1 C2 C3
    95. VFP unit A0 A1 A2 A3 + B0 B1 B2 B3 = C0 C1 C2 C3 Sweet! How do we use the vfp?
    96. Like this! "fldmias %2, {s8-s23} nt" "fldmias %1!, {s0-s3} nt" "fmuls s24, s8, s0 nt" "fmacs s24, s12, s1 nt" "fldmias %1!, {s4-s7} nt" "fmacs s24, s16, s2 nt" "fmacs s24, s20, s3 nt" "fstmias %0!, {s24-s27} nt"
    97. Writing vfp assembly
    98. Writing vfp assembly • There are two parts to it
    99. Writing vfp assembly • There are two parts to it • How to write any assembly in gcc
    100. Writing vfp assembly • There are two parts to it • How to write any assembly in gcc • Learning ARM and VPM assembly
    101. vfpmath library
    102. vfpmath library • Already done a lot of work for you
    103. vfpmath library • Already done a lot of work for you • http://code.google.com/p/vfpmathlibrary
    104. vfpmath library • Already done a lot of work for you • http://code.google.com/p/vfpmathlibrary • Vector/matrix math
    105. vfpmath library • Already done a lot of work for you • http://code.google.com/p/vfpmathlibrary • Vector/matrix math • Might not be exactly what you need, but it’s a great starting point
    106. Assembly in gcc • Only use it when targeting the device
    107. Assembly in gcc • Only use it when targeting the device #include <TargetConditionals.h> #if (TARGET_IPHONE_SIMULATOR == 0) && (TARGET_OS_IPHONE == 1) #define USE_VFP #endif
    108. Assembly in gcc • The basics asm (“cmp r2, r1”);
    109. Assembly in gcc • The basics asm (“cmp r2, r1”); http://www.ibiblio.org/gferg/ldp/GCC-Inline-Assembly- HOWTO.html
    110. Assembly in gcc • Multiple lines asm ( “mov r0, #1000nt” “cmp r2, r1nt” );
    111. Assembly in gcc • Accessing C variables asm (//assembly code : // output operands : // input operands : // clobbered registers );
    112. Assembly in gcc • Accessing C variables asm (//assembly code : // output operands : // input operands : // clobbered registers ); int src = 19; int dest = 0; asm volatile ( "add %0, %1, #42" : "=r" (dest) : "r" (src) : );
    113. Assembly in gcc • Accessing C variables asm (//assembly code : // output operands : // input operands : // clobbered registers ); int src = 19; int dest = 0; %0, %1, etc are the variables in order asm volatile ( "add %0, %1, #42" : "=r" (dest) : "r" (src) : );
    114. Assembly in gcc
    115. Assembly in gcc int src = 19; int dest = 0; asm volatile ( "add r10, %1, #42nt" "add %0, r10, #33nt" : "=r" (dest) : "r" (src) : "r10" );
    116. Assembly in gcc int src = 19; int dest = 0; asm volatile ( "add r10, %1, #42nt" "add %0, r10, #33nt" : "=r" (dest) : "r" (src) : "r10" ); Clobber register list are registers used by the asm block
    117. Assembly in gcc int src = 19; volatile prevents “optimizations” int dest = 0; asm volatile ( "add r10, %1, #42nt" "add %0, r10, #33nt" : "=r" (dest) : "r" (src) : "r10" ); Clobber register list are registers used by the asm block
    118. VFP asm Four banks of 8 32-bit registers each Can address them as single precision or as doubles
    119. VFP asm
    120. VFP asm #define VFP_VECTOR_LENGTH(VEC_LENGTH) "fmrx r0, fpscr nt" "bic r0, r0, #0x00370000 nt" "orr r0, r0, #0x000" #VEC_LENGTH "0000 nt" "fmxr fpscr, r0 nt"
    121. VFP asm Bank 0 is always scalar! Operations only work on a single bank (wrap around possible)
    122. VFP asm
    123. VFP asm
    124. VFP asm for (int i=0; i<MaxParticles; ++i) { Particle& p = s_particles[i]; p.x += p.vx*dt; p.y += p.vy*dt; p.z += p.vz*dt; p.vx *= drag; p.vy *= drag; p.vz *= drag; }
    125. VFP asm for (int i=0; i<MaxParticles; ++i) for (int i=0; i<MaxParticles; ++i) { Particle& p = s_particles[i]; { p.x += p.vx*dt; void* p = &s_particles[i]; p.y += p.vy*dt; asm volatile ( p.z += p.vz*dt; p.vx *= drag; "fldmias %1, {s0} nt" p.vy *= drag; "fldmias %2, {s1} nt" p.vz *= drag; "fldmias %0, {s8-s13} nt" } "fmacs s8, s11, s0 nt" "fmuls s11, s11, s1 nt" "fstmias %0, {s8-s13} nt" : : "r" (p), "r" (&dt), "r" (&drag) : "r0", "cc", "memory" ); }
    126. VFP asm for (int i=0; i<MaxParticles; ++i) for (int i=0; i<MaxParticles; ++i) { Particle& p = s_particles[i]; { p.x += p.vx*dt; void* p = &s_particles[i]; p.y += p.vy*dt; asm volatile ( p.z += p.vz*dt; p.vx *= drag; "fldmias %1, {s0} nt" p.vy *= drag; "fldmias %2, {s1} nt" p.vz *= drag; "fldmias %0, {s8-s13} nt" } "fmacs s8, s11, s0 nt" "fmuls s11, s11, s1 nt" Was: 5.1 seconds "fstmias %0, {s8-s13} nt" : : "r" (p), "r" (&dt), "r" (&drag) : "r0", "cc", "memory" ); }
    127. VFP asm for (int i=0; i<MaxParticles; ++i) for (int i=0; i<MaxParticles; ++i) { Particle& p = s_particles[i]; { p.x += p.vx*dt; void* p = &s_particles[i]; p.y += p.vy*dt; asm volatile ( p.z += p.vz*dt; p.vx *= drag; "fldmias %1, {s0} nt" p.vy *= drag; "fldmias %2, {s1} nt" p.vz *= drag; "fldmias %0, {s8-s13} nt" } "fmacs s8, s11, s0 nt" "fmuls s11, s11, s1 nt" Was: 5.1 seconds "fstmias %0, {s8-s13} nt" : Now: 2.7 seconds!! : "r" (p), "r" (&dt), "r" (&drag) : "r0", "cc", "memory" ); }
    128. VFP asm for (int i=0; i<MaxParticles; ++i) { void* p = &s_particles[i]; asm volatile ( "fldmias %1, {s0} nt" "fldmias %2, {s1} nt" "fldmias %0, {s8-s13} nt" "fmacs s8, s11, s0 nt" "fmuls s11, s11, s1 nt" "fstmias %0, {s8-s13} nt" : : "r" (p), "r" (&dt), "r" (&drag) : "r0", "cc", "memory" ); }
    129. VFP asm for (int i=0; i<MaxParticles; ++i) Same every loop! { void* p = &s_particles[i]; asm volatile ( "fldmias %1, {s0} nt" "fldmias %2, {s1} nt" "fldmias %0, {s8-s13} nt" "fmacs s8, s11, s0 nt" "fmuls s11, s11, s1 nt" "fstmias %0, {s8-s13} nt" : : "r" (p), "r" (&dt), "r" (&drag) : "r0", "cc", "memory" ); }
    130. VFP asm void* p = &s_particles[0]; asm volatile ( "fldmias %1, {s0} nt" "fldmias %2, {s1} nt" "mov r1, %0 nt" "mov r2, %0 nt" "mov r3, %3 nt" "0: nt" "fldmias r1!, {s8-s13} nt" "fmacs s8, s11, s0 nt" "fmuls s11, s11, s1 nt" "fstmias r2!, {s8-s13} nt" "subs r3, r3, #1 nt" "bne 0b nt" : : "r" (p), "r" (&dt), "r" (&drag), "r" (MaxParticles) : "r0", "r1", "r2", "r3", "cc", "memory" );
    131. VFP asm void* p = &s_particles[0]; asm volatile ( "fldmias %1, {s0} nt" Was: 2.7 seconds "fldmias %2, {s1} nt" "mov r1, %0 nt" "mov r2, %0 nt" "mov r3, %3 nt" "0: nt" "fldmias r1!, {s8-s13} nt" "fmacs s8, s11, s0 nt" "fmuls s11, s11, s1 nt" "fstmias r2!, {s8-s13} nt" "subs r3, r3, #1 nt" "bne 0b nt" : : "r" (p), "r" (&dt), "r" (&drag), "r" (MaxParticles) : "r0", "r1", "r2", "r3", "cc", "memory" );
    132. VFP asm void* p = &s_particles[0]; asm volatile ( "fldmias %1, {s0} nt" Was: 2.7 seconds "fldmias %2, {s1} nt" "mov r1, %0 nt" Now: 2.7 seconds "mov r2, %0 nt" "mov r3, %3 nt" "0: nt" "fldmias r1!, {s8-s13} nt" "fmacs s8, s11, s0 nt" "fmuls s11, s11, s1 nt" "fstmias r2!, {s8-s13} nt" "subs r3, r3, #1 nt" "bne 0b nt" : : "r" (p), "r" (&dt), "r" (&drag), "r" (MaxParticles) : "r0", "r1", "r2", "r3", "cc", "memory" );
    133. VFP asm We can do 8 operations at once. So let’s try doing two particles in a single operation. struct Particle2 { float x0, y0, z0; float x1, y1, z1; float vx0, vy0, vz0; float vx1, vy1, vz1; };
    134. VFP asm void* p = &s_particles2[0]; asm volatile ( "fldmias %1, {s0} nt" "fldmias %2, {s1} nt" "mov r1, %0 nt" "mov r2, %0 nt" "mov r3, %3 nt" "0: nt" "fldmias r1!, {s8-s13} nt" "fldmias r1!, {s16-s21} nt" "fmacs s8, s16, s0 nt" "fmuls s16, s16, s1 nt" "fstmias r2!, {s8-s13} nt" "fstmias r2!, {s16-s21} nt" "subs r3, r3, #1 nt" "bne 0b nt" : : "r" (p), "r" (&dt), "r" (&drag), "r" (iterations) : "r0", "r1", "r2", "r3", "cc", "memory" );
    135. VFP asm void* p = &s_particles2[0]; asm volatile ( "fldmias %1, {s0} "fldmias %2, {s1} nt" nt" Was: 2.77 seconds "mov r1, %0 nt" "mov r2, %0 nt" "mov r3, %3 nt" "0: nt" "fldmias r1!, {s8-s13} nt" "fldmias r1!, {s16-s21} nt" "fmacs s8, s16, s0 nt" "fmuls s16, s16, s1 nt" "fstmias r2!, {s8-s13} nt" "fstmias r2!, {s16-s21} nt" "subs r3, r3, #1 nt" "bne 0b nt" : : "r" (p), "r" (&dt), "r" (&drag), "r" (iterations) : "r0", "r1", "r2", "r3", "cc", "memory" );
    136. VFP asm void* p = &s_particles2[0]; asm volatile ( "fldmias %1, {s0} "fldmias %2, {s1} nt" nt" Was: 2.77 seconds "mov r1, %0 nt" "mov r2, %0 "mov r3, %3 nt" nt" Now: 2.67 seconds "0: nt" "fldmias r1!, {s8-s13} nt" "fldmias r1!, {s16-s21} nt" "fmacs s8, s16, s0 nt" "fmuls s16, s16, s1 nt" "fstmias r2!, {s8-s13} nt" "fstmias r2!, {s16-s21} nt" "subs r3, r3, #1 nt" "bne 0b nt" : : "r" (p), "r" (&dt), "r" (&drag), "r" (iterations) : "r0", "r1", "r2", "r3", "cc", "memory" );
    137. VFP asm What’s the loop/cache overhead? for (int i=0; i<MaxParticles; ++i) { Particle* p = &s_particles[i]; p->x = p->vx; p->y = p->vy; p->z = p->vz; }
    138. VFP asm What’s the loop/cache overhead? for (int i=0; i<MaxParticles; ++i) { Particle* p = &s_particles[i]; p->x = p->vx; p->y = p->vy; p->z = p->vz; } Was: 2.67 seconds
    139. VFP asm What’s the loop/cache overhead? for (int i=0; i<MaxParticles; ++i) { Particle* p = &s_particles[i]; p->x = p->vx; p->y = p->vy; p->z = p->vz; } Was: 2.67 seconds Now: 2.41 seconds!!!!
    140. Matrix multiply
    141. Matrix multiply Straight from vfpmathlib
    142. Matrix multiply Straight from vfpmathlib Touch: 0.0379 s
    143. Matrix multiply Straight from vfpmathlib Touch: 0.0379 s Normal: 0.0968 s
    144. Matrix multiply Straight from vfpmathlib Touch: 0.0379 s Normal: 0.0968 s VFP: 0.0422 s
    145. Matrix multiply Straight from vfpmathlib Touch: 0.0379 s Normal: 0.0968 s VFP: 0.0422 s About 2x faster!
    146. Good use of vfp
    147. Good use of vfp Something with lots of fp operations in a row
    148. Good use of vfp Something with lots of fp operations in a row • Matrix operations
    149. Good use of vfp Something with lots of fp operations in a row • Matrix operations • Particle systems
    150. Good use of vfp Something with lots of fp operations in a row • Matrix operations • Particle systems • Skinning
    151. Good use of vfp Something with lots of fp operations in a row • Matrix operations • Particle systems • Skinning • Physics
    152. Good use of vfp Something with lots of fp operations in a row • Matrix operations • Particle systems • Skinning • Physics • Procedural content generation
    153. Good use of vfp Something with lots of fp operations in a row • Matrix operations • Particle systems • Skinning • Physics • Procedural content generation • ....
    154. What about the 3GS?
    155. What about the 3GS? 3G 3GS Thumb 14.1 14.5 Normal 5.14 4.76 VFP1 2.77 4.53 VFP2 2.77 4.26 VFP3 2.66 3.57 Touch 2.41 0.42
    156. What about the 3GS? 3G 3GS Thumb 14.1 14.5 Normal 5.14 4.76 VFP1 2.77 4.53 VFP2 2.77 4.26 VFP3 2.66 3.57 Touch 2.41 0.42
    157. What about the 3GS? 3G 3GS Thumb 14.1 14.5 Normal 5.14 4.76 VFP1 2.77 4.53 VFP2 2.77 4.26 VFP3 2.66 3.57 Touch 2.41 0.42
    158. What about the 3GS? 3G 3GS Thumb 14.1 14.5 Normal 5.14 4.76 VFP1 2.77 4.53 VFP2 2.77 4.26 VFP3 2.66 3.57 Touch 2.41 0.42
    159. Matrix multiply on 3GS In ms
    160. Matrix multiply on 3GS In ms 3G 3GS Normal 96 82 VFP1 42 90 VFP2 42 75 Touch 38 19
    161. Matrix multiply on 3GS In ms 3G 3GS Normal 96 82 VFP1 42 90 VFP2 42 75 Touch 38 19
    162. Matrix multiply on 3GS In ms 3G 3GS Normal 96 82 VFP1 42 90 VFP2 42 75 Touch 38 19
    163. Matrix multiply on 3GS In ms 3G 3GS Normal 96 82 VFP1 42 90 VFP2 42 75 Touch 38 19
    164. VFP resources • ARM and VFP reference in your USB drive • http://code.google.com/p/vfpmathlibrary • http://aleiby.blogspot.com/2008/12/iphone- vfp-for-n00bs.html • http://www.ibiblio.org/gferg/ldp/GCC- Inline-Assembly-HOWTO.html
    165. More 3GS: NEON
    166. More 3GS: NEON • SIMD coprocessor
    167. More 3GS: NEON • SIMD coprocessor • Floating point and integer
    168. More 3GS: NEON • SIMD coprocessor • Floating point and integer • Huge potential
    169. More 3GS: NEON • SIMD coprocessor • Floating point and integer • Huge potential • Not many examples yet
    170. NEON resources
    171. NEON resources • Cortex A8 reference in USB drive
    172. NEON resources • Cortex A8 reference in USB drive • http://gcc.gnu.org/onlinedocs/gcc/ARM- NEON-Intrinsics.html
    173. NEON resources • Cortex A8 reference in USB drive • http://gcc.gnu.org/onlinedocs/gcc/ARM- NEON-Intrinsics.html • http://code.google.com/p/oolongengine/ source/browse/trunk/Oolong+Engine2/ Math/neonmath
    174. Conclusions
    175. Conclusions • Turn Thumb mode off NOW
    176. Conclusions • Turn Thumb mode off NOW • Expect to get at least 2x performance in older hardware by using vfp
    177. Conclusions • Turn Thumb mode off NOW • Expect to get at least 2x performance in older hardware by using vfp • Not much difference in 3GS (but it’s fast already)
    178. Conclusions • Turn Thumb mode off NOW • Expect to get at least 2x performance in older hardware by using vfp • Not much difference in 3GS (but it’s fast already) • NEON SIMD tech still unused. Research that and be the first one with the killer 3GS app!
    179. Thank you! Noel Llopis Snappy Touch http://twitter.com/snappytouch noel@snappytouch.com http://gamesfromwithin.com

    + Noel LlopisNoel Llopis, 1 month ago

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