HN user

dougall

182 karma
Posts2
Comments51
View on HN

Hi, author here. My version definitely shouldn't be faster unless something very weird is going on with the runtime (though I think with the benefit of hindsight some further optimisation of it is possible). I have never seen a good use for this, aside from as a proof that it is possible, but I can imagine it coming up if, say, you wanted to write an exploit for an esoteric programming language runtime.

If you still maintain this code and want to optimise it, I don't think you should need a full powers-of-two table, just having log(n) powers of two should do in a pattern like:

  if (v > 2**1024) { v *= 2**-1024; e += 1024; }
  if (v > 2**512) { v *= 2**-512; e += 512; }
  ...
That's a straightforward memory saving and also leaves v normalised, so gives you your fraction bits with a single multiplication or division. This is a little less simple than I'm making it look, because in reality you end up moving v to near the subnormal range, or having to use a different code path if v < 1 vs if v >= 2 or something. But otherwise, yeah, the code looks good.

Yeah, exactly this.

To try to make it more "concrete", compilers tend to end up processing an absurd mess of code, that does things that superficially look silly, due to extensive inlining.

The code above is entirely plausible for C code checking the alignment of a total size, where "a" and "b" are the sizes of two parts, both calculated by a multiplication that ensures their evenness.

Another realistic examples are flags-fields, where each bit represents a boolean. For example, the compiler should be able to optimise:

    flags |= 0x100;
    if (!(flags & 0x100)) { ... }
Addition might factor in either as a substitution for bitwise-OR or bitwise-XOR where the author has prior knowledge that the two are equivalent (and assumes it will lead to better code generation), as part of SWAR (simd-within-a-word) code, or in cases where integer fields are packed alongside flags (e.g. a refcount and a couple of flags, or a string-length and some flags).

If this seems rare and unusual, that's cool – in general it is. But these strategies are very heavily used in performance-critical code, where using multiple variables would cause a measurable slowdown, so it makes sense that compilers care about optimising this kind of thing.

Author here - I believe this 2020 post resurfaced as known-bits optimisation was recently added to PyPy (Python implementation using a JIT compiler), which this thread discusses:

https://mastodon.social/@cfbolz/112557672421317765

It includes discussion of where this kind of optimisation helps (not most "normal" Python code, but some code like emulators with lots of bitwise operations is ~30% faster), links to LLVM and Linux kernel implementations, and some related blog posts and papers. (I believe the Linux eBPF people came up with all of the ideas here before I did, though I wasn't aware of it at the time - it's easy to forget the Linux kernel has an optimising compiler in it.)

I'm not sure if that's what you mean by context - happy to answer questions.

I hope it's useful, though I think most people care about the "Advanced SIMD" (Neon) instructions, which I'd also like to do. I started with SVE because I wasn't already familiar with it, so it was a more interesting project.

(For anyone unfamiliar, SVE is supported only on extremely recent ARM CPUs, and Apple CPUs do not yet support it, whereas AdvSIMD is available on all ARMv8-A CPUs.)

It is a trade off, but a lot of processors have free offsets from loads, so pointer chasing is almost always free.

On ARM, "ldr x0, [x1]" just becomes "ldur x0, [x1, #-1]" - same size, same performance (at least on the Apple M1). If you have an array in a structure "add x0, x1, #16 ; ldr x0, [x0, x2, lsl #3]" becomes "add x0, x1, #15 ; ldr x0, [x0, x2, lsl #3]".

The only place I can think of penalties are pointers directly to arrays: "ldr x0, [x0, x1, lsl #3]" becomes "sub x0, x0, #1 ; ldr x0, [x0, x1, lsl #3]". Or loads from large offsets - ldur can only reach 256 bytes, whereas the aligned ldr can reach 32760 bytes. In either case the penalty is only one SUB operation.

The tag bit can be inverted.

V8 uses 1 for pointers, 0 for integers - you're usually loading from constant offsets from pointers anyway, so that mostly folds away nicely. Then:

x + y is translated to CPU instructions x + y

x * y is translated to CPU instructions (x >> 1) * y

x / y is translated to CPU instructions (((x >> 1) / (y >> 1)) << 1)

x lsl y is translated to CPU instructions (x << (y >> 1))

Alas, security generally isn't so important.

How many times have you been hacked by a side-channel exploit? (Or people you know? Or any publicly documented case?) Are you going to use a computer that runs at 1/10th the speed to mitigate that risk going forwards?

Keep in mind that a ton of non-side-channel exploits are caught in the wild every year, so your slow new computer isn't really secure, it's just not vulnerable to these specific attacks.

(For 1/10th: the Cortex-A55 in the following chart is the only "in-order" CPU: https://images.anandtech.com/doci/17102/SPECint2017_575px.pn... - though arguably even it isn't completely non-speculative, and it definitely has branch-prediction, but it's at least a reasonable ballpark.)

Nice!

Sorry if this comment is overly pedantic, I just enjoy having an excuse to talk about assembly.

It's worth noting that 0x80000000 would pass this "is zero" check. (I think this is probably a legal compiler optimisation because signed integer overflow is undefined, but I'm not 100% sure either way.)

Using a jump is also a bit risky - slightly better if it's predictable, much worse if it's unpredictable.

As far as size, this is 5 bytes on 32-bit x86 (as stated), 6 bytes on 64-bit x86, but can be 8 bytes if different registers are used:

    4501C0            add r8d,r8d
    7503              jnz 0x8
    41FFC0            inc r8d
(And, unlike the ARM code, you'd need an additional mov instruction if you wanted to preserve the input value.)

It feels like an ADC-based variant might be possible on x86 too - CMP and ADC are also x86 instructions. The problem is that ARM and x86 invert the value of the carry flag on subtraction (and comparison), so it doesn't translate directly, and I can't immediately see how to fix it up without using more instructions.

Then do that. It's not a video codec. The problem is computation power is increasing much more slowly than bandwidth, and is likely to continue to. 8K PNGs (by my napkin calculations) already take around 1 second of CPU time to decode. There are other solutions, and certainly better options today, but it's plausible that in the next 10-15 years, this will become the best option for fast-loading, high-resolution, 2D images. (Or texture data for 3D graphics. Or 360, I guess - not sure why that'd be different.)

My personal answer: It's good hardware. I like good hardware, so I'm pro-competition. Doing the work makes the hardware documented, for anyone to understand (mainly developers, but also Apple's competitors). Having more developers on ARM also makes ARM more competitive, and helps to break the x86 duopoly on single-core performance.

It's a gift to users and developers, not Apple. I like arm64 a lot more than RISC-V, and find their documentation better. And there aren't yet RISC-V CPUs that have competitive single-core performance.

Yeah, looks like Intel desktops are currently ~10% ahead of Mac laptops in single-threaded performance:

https://browser.geekbench.com/processors/intel-core-i9-13900...

https://browser.geekbench.com/macs/macbook-pro-16-inch-2023-...

(Admittedly the Mac Studio is slower, since it was released ~360 days ago - probably not the best time to buy one, but who knows when they'll update it.)

The author states the desire is to match the architecture of the servers they deploy software to, which seems reasonable - depending on the software, it can be very useful to be able to run/debug the same binaries locally.

Every time there's an indirect branch (including a return) there's a chance that they will be inspected. The "unused flags" optimisation does remove most of them, in a way that gets it right 100% of the time (excluding signals/interrupts inspecting state at random points, and possible bugs), but the pattern "an add or subtract or compare followed by an indirect branch or return" is still very common.

(I haven't looked at Linux Rosetta 2, other than to note the parity-flag computation coincidentally showing up in a screenshot posted to Twitter, so I'm not sure exactly how often they do the manual computation, but I'm guessing it's anywhere flags are used, in which case the unused-flags optimisation could be extended further by tracking AF and PF separately to the usual flags, which is roughly your suggestion.)

You could still remove the vast majority of the remaining computations with some heuristics that work well, but then you've gone from 100% correct to 99.9% correct, which is nice to avoid when you have the option.

They might know of some, but I'm of the opinion that it's worth it to support the specification. It only takes one previously undiscovered application to rely on that specified behaviour, and then you need to fix it. If it were solely a game emulator I wouldn't expect this - performance probably comes first... But for running professional software, I'd choose correctness any day.

I don't know of any applications the use AF, or the PF result in question, but I haven't looked into it. I'd maybe check some of the big professional things with a lot of legacy history like Photoshop or Excel. As I understand it Rosetta 2 also supports 32-bit x86, not for native macOS applications (where 32-bit isn't supported), but to allow Wine/Crossovers to work, so a whole bunch of ancient 32-bit Windows games might be in scope too.

Bit late, and the other comments are right, but it's worth noting that pushes typically aren't that expensive. ARM has a 4-byte STP (store paired) instruction that pushes two values at a time. So usually a push only costs two bytes on ARM, but if you're translating instruction-for-instruction it's four bytes.

(I also forgot while writing the post that 2-byte push instructions are common in 64-bit x86 as well. Half the registers can be pushed with a single byte, and the other half require a REX prefix, giving a two-byte push instruction. So even though the quoted statement is true, the difference isn't that bad in general.)