glsl-sse2 is a header-only abstraction library aimed providing the comfort of GLSL programming language and efficiency of SSE2. In short, it is an optimized SIMD vector library that behaves like the GLSL shading language.
SSE2 is a very powerful extension used in the ia32 and amd64 instruction set often overlooked by many programmers who are seeking a performance boost for their applications.
The programmers who are aware of SSE, either lack the knowledge and know-how to fully utilize it, or are forced to write unportable, unmaintainable assembly code, or use SSE intrinsics. SSE intrinsic based code quality depends heavily on the compiler's quality and very often produces poor quality code that it's scalar equivalent will out-perform (for more information on the subject, see http://www.liranuna.com/?p=984).
glsl-sse2 takes care of all the nasty stuff while providing the familiar API of GLSL - no ugly assembly no cache misses due to bad compiler output and no need to resort to unmaintainable or unportable code.
glsl-sse2 is geared toward performance, and will do it's best to signal the
compiler how to best utilize the situation at hand:
This example of a cross product between two vec4
s (this code assumes the
w
component is meaningless):
vec4 cross(const vec4 &a, const vec4 &b)
{
return a.yzxw * b.zxyw - a.zxyw * b.yzxw;
}
would be converted to this assembly code using glsl-sse2 and GCC 4.4:
_Z5crossRK4vec4S1_:
movaps (%rsi), %xmm1
movaps (%rdx), %xmm2
pshufd $201, %xmm1, %xmm5
pshufd $210, %xmm2, %xmm0
pshufd $210, %xmm1, %xmm4
pshufd $201, %xmm2, %xmm3
mulps %xmm0, %xmm5
mulps %xmm3, %xmm4
subps %xmm4, %xmm5
movaps %xmm5, (%rdi)
ret
Minimal instructions and compiler hints help GCC to output a hand-written quality assembly code, complete with instruction pairing and little overhead.
glsl-sse2 is already written in a way that will try and make the compiler output the best possible code. However, some compilers are unable to produce the best possible code - compilers that ignore instruction pairing hints and parallel operations. It is best to avoid those compilers if you are seeking high performance. Most notable compiler that produces poor code is MSVC 2008 and below.
Another factor that will effect code performance is the architecture. glsl-sse2 will be most effective in a 64bit environment where there are double the SSE registers to operate on, causing less register pressure, as well as a guarentee of SSE2 being present - without the need to check CPUID (although most, if not all, CPUs today support SSE2 which was released in 2001, a decade ago!).
Currently the project is in a stable state, however it had not been subjected to real-world (ab)use yet. You are welcome to try it at your own risk, and file bug reports, if such are found.
Because of alignment issues, only direct SSE2 compatible types will be
implemented. Types such as vec3
, mat3
and types that depend on those,
will not be implemented.
If you need an unsupported type, simply use a bigger one - you will still get
the best out of the vectorization power of SSE (there are, of course, several
exceptions, such as mat2
and vec2
, depending on the operations performed).
- GNU C Compiler 4.x and above
- Microsoft Visual C++ 2008 and better
- Intel C++ Compiler 10.0 and above
- clang 2.8
- llvm-gcc using DragonEgg 2.8
Since not all compilers are equal, and behave differently, glsl-sse2 does its best to try and make most of the compilers output similar code. However some compilers take hints better than others. These compilers are best suited to extract most performance out of glsl-sse2, ordered from best to worst:
- Intel C++ Compiler 12.0+
- GNU C Compiler 4.4+
- Microsoft Visual C++ 2010+
- clang 2.8 / DragonEgg
The use of LLVM compilers (clang, dragonegg) is highly discouraged, as LLVM does not output code that makes good use of instruction pairing, which can result a flat 100% speed increase when used correctly (such as ICC/GCC).
- Downswizzle
dvec4
=>dvec2
(Circular dependency issues) - Refactor swizzling, it's a mess (
new_swizzle
branch only works on GCC 4.4) - Conversion functions between vectors
- Missing classes:
dmat2x4
,dmat4x2
- Better tests
- Namespacing
- Complete rewrite of
bvec4
- swizzling of booleans
bvec4
generators for all vector classes
- Exponential functions for
vec4
,dvec4
- Trigonometric functions for
vec4
,dvec4
- Division for
ivec4
,uvec4