int operators != and == when comparing to zero
I've found that != and == are not the fastest ways for testing for zero or non-zero.
bool nonZero1 = integer != 0;
xor eax, eax
test ecx, ecx
setne al
bool nonZero2 = integer < 0 || integer > 0;
test ecx, ecx
setne al
bool zero1 = integer == 0;
xor eax, eax
test ecx, ecx
sete al
bool zero2 = !(integer < 0 || integer > 0);
test ecx, ecx
sete al
Compiler: VC++ 11 Optimization flags: /O2 /GL /LTCG
This is the assembly output for x86-32. The second versions of both comparisons were ~12% faster on both x86-32 and x86-64. However, on x86-64 the instructions were identical (first versions looked exactly like the second versions), but the second versions were still faster.
EDIT: I've added benchmarking code. ZERO: 1544ms, 1358ms NON_ZERO: 1544ms, 1358ms http://pastebin.com/m7ZSUrcP or http://anonymouse.org/cgi-bin/anon-www.cgi/http://pastebin.com/m7ZSUrcP
Note: It's probably inconvenient to locate these functions when compiled in a single source file, because main.asm goes quite big. I had zero1, zero2, nonZero1, nonZero2 in a separate source file.
EDIT2: Could someone with both VC++11 and VC++2010 installed run the benchmarking code and post the timings? It might indeed be a bug in VC++11.
EDIT: Saw OP's assembly listing for my code. I doubt this is even a general bug with VS2011 now. This may simply be a special case bug for OP's code. I ran OP's code as-is with clang 3.2, gcc 4.6.2 and VS2010 and in all cases the max differences were at ~1%.
Just compiled the sources with suitable modifications to my ne.c
file and the /O2
and /GL
flags. Here's the source
int ne1(int n) {
return n != 0;
}
int ne2(int n) {
return n < 0 || n > 0;
}
int ne3(int n) {
return !(n == 0);
}
int main() { int p = ne1(rand()), q = ne2(rand()), r = ne3(rand());}
and the corresponding assembly:
; Listing generated by Microsoft (R) Optimizing Compiler Version 16.00.30319.01
TITLE D:llvm_workspacetestsne.c
.686P
.XMM
include listing.inc
.model flat
INCLUDELIB OLDNAMES
EXTRN @__security_check_cookie@4:PROC
EXTRN _rand:PROC
PUBLIC _ne3
; Function compile flags: /Ogtpy
; COMDAT _ne3
_TEXT SEGMENT
_n$ = 8 ; size = 4
_ne3 PROC ; COMDAT
; File d:llvm_workspacetestsne.c
; Line 11
xor eax, eax
cmp DWORD PTR _n$[esp-4], eax
setne al
; Line 12
ret 0
_ne3 ENDP
_TEXT ENDS
PUBLIC _ne2
; Function compile flags: /Ogtpy
; COMDAT _ne2
_TEXT SEGMENT
_n$ = 8 ; size = 4
_ne2 PROC ; COMDAT
; Line 7
xor eax, eax
cmp eax, DWORD PTR _n$[esp-4]
sbb eax, eax
neg eax
; Line 8
ret 0
_ne2 ENDP
_TEXT ENDS
PUBLIC _ne1
; Function compile flags: /Ogtpy
; COMDAT _ne1
_TEXT SEGMENT
_n$ = 8 ; size = 4
_ne1 PROC ; COMDAT
; Line 3
xor eax, eax
cmp DWORD PTR _n$[esp-4], eax
setne al
; Line 4
ret 0
_ne1 ENDP
_TEXT ENDS
PUBLIC _main
; Function compile flags: /Ogtpy
; COMDAT _main
_TEXT SEGMENT
_main PROC ; COMDAT
; Line 14
call _rand
call _rand
call _rand
xor eax, eax
ret 0
_main ENDP
_TEXT ENDS
END
ne2()
which used the <
, >
and ||
operators is clearly more expensive. ne1()
and ne3()
which use the ==
and !=
operators respectively, are terser and equivalent.
Visual Studio 2011 is in beta. I would consider this as a bug. My tests with two other compilers namely gcc 4.6.2 and clang 3.2, with the O2
optimization switch yielded the exact same assembly for all three tests (that I had) on my Windows 7 box. Here's a summary:
$ cat ne.c
#include <stdbool.h>
bool ne1(int n) {
return n != 0;
}
bool ne2(int n) {
return n < 0 || n > 0;
}
bool ne3(int n) {
return !(n != 0);
}
int main() {}
yields with gcc:
_ne1:
LFB0:
.cfi_startproc
movl 4(%esp), %eax
testl %eax, %eax
setne %al
ret
.cfi_endproc
LFE0:
.p2align 2,,3
.globl _ne2
.def _ne2; .scl 2; .type 32; .endef
_ne2:
LFB1:
.cfi_startproc
movl 4(%esp), %edx
testl %edx, %edx
setne %al
ret
.cfi_endproc
LFE1:
.p2align 2,,3
.globl _ne3
.def _ne3; .scl 2; .type 32; .endef
_ne3:
LFB2:
.cfi_startproc
movl 4(%esp), %ecx
testl %ecx, %ecx
sete %al
ret
.cfi_endproc
LFE2:
.def ___main; .scl 2; .type 32; .endef
.section .text.startup,"x"
.p2align 2,,3
.globl _main
.def _main; .scl 2; .type 32; .endef
_main:
LFB3:
.cfi_startproc
pushl %ebp
.cfi_def_cfa_offset 8
.cfi_offset 5, -8
movl %esp, %ebp
.cfi_def_cfa_register 5
andl $-16, %esp
call ___main
xorl %eax, %eax
leave
.cfi_restore 5
.cfi_def_cfa 4, 4
ret
.cfi_endproc
LFE3:
and with clang:
.def _ne1;
.scl 2;
.type 32;
.endef
.text
.globl _ne1
.align 16, 0x90
_ne1:
cmpl $0, 4(%esp)
setne %al
movzbl %al, %eax
ret
.def _ne2;
.scl 2;
.type 32;
.endef
.globl _ne2
.align 16, 0x90
_ne2:
cmpl $0, 4(%esp)
setne %al
movzbl %al, %eax
ret
.def _ne3;
.scl 2;
.type 32;
.endef
.globl _ne3
.align 16, 0x90
_ne3:
cmpl $0, 4(%esp)
sete %al
movzbl %al, %eax
ret
.def _main;
.scl 2;
.type 32;
.endef
.globl _main
.align 16, 0x90
_main:
pushl %ebp
movl %esp, %ebp
calll ___main
xorl %eax, %eax
popl %ebp
ret
My suggestion would be to file this as a bug with Microsoft Connect.
Note: I compiled them as C source since I don't think using the corresponding C++ compiler would make any significant change here.
This is a great question, but I think you've fallen victim to the compiler's dependency analysis.
The compiler only has to clear the high bits of eax
once, and they remain clear for the second version. The second version would have to pay the price to xor eax, eax
except that the compiler analysis proved it's been left cleared by the first version.
The second version is able to "cheat" by taking advantage of work the compiler did in the first version.
How are you measuring times? Is it "(version one, followed by version two) in a loop", or "(version one in a loop) followed by (version two in a loop)"?
Don't do both tests in the same program (instead recompile for each version), or if you do, test both "version A first" and "version B first" and see if whichever comes first is paying a penalty.
Illustration of the cheating:
timer1.start();
double x1 = 2 * sqrt(n + 37 * y + exp(z));
timer1.stop();
timer2.start();
double x2 = 31 * sqrt(n + 37 * y + exp(z));
timer2.stop();
If timer2
duration is less than timer1
duration, we don't conclude that multiplying by 31 is faster than multiplying by 2. Instead, we realize that the compiler performed common subexpression analysis, and the code became:
timer1.start();
double common = sqrt(n + 37 * y + exp(z));
double x1 = 2 * common;
timer1.stop();
timer2.start();
double x2 = 31 * common;
timer2.stop();
And the only thing proved is that multiplying by 31 is faster than computing common
. Which is hardly surprising at all -- multiplication is far far faster than sqrt
and exp
.
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