CellPerformance
All things related to getting the best performance from your Cell Broadband Engine™ (CBE) processor.
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Articles
Cross-compiling for PS3 Linux
n this article, I will detail the basic steps I used to get started building on a host PC and running on the PS3.

Unaligned scalar load and store on the SPU
An example of unaligned loads and stores on the SPU. The solution to this problem is to remember that the SPU does not have a scalar instruction set or access local memory in anything except 16 bytes quadwords.

atan2 on SPU
A branch-free implementation of atan2 vector floats for the SPU.

Branch-free implementation of half-precision (16 bit) floating point
The goal of this project is serve as an example of developing some relatively complex operations completely without branches - a software implementation of half-precision floating point numbers.

Better Performance Through Branch Elimination
An introduction to branch penalties: Why it's a good idea to avoid branchy code.

Box Overlap
A look at a function to test for overlap between 3D boxes, and how to optimize it for the CBE.

A 4x4 Matrix Inverse
Study case about how to convert scalar code indo SIMD code for PPU and SPU using the matrix inverse as example.

Avoiding Microcoded Instructions On The PPU
Executing instructions from microcode can wreck havok on inner loop performance. Find out which instructions are microcoded and how to avoid them.

Choosing to Avoid Branches: A Small Altivec Example
An example of why less instructions doesn't always equal faster code.

More Techniques for Eliminating Branches
Some additional examples for eliminating integer and floating-point branches.

Programming with Branches, Patterns and Tips
GCC follows some straightforward rules that are useful to know when programming with branches.

Benefits to Branch Elimination
The fundamental principal behind branch elimination is that expressing a value as a simple function of its inputs (a single basic block) is often more efficient than selecting a result through a change in control flow (branching).

Background on Branching
A background in understanding how branches operate on the PPU and SPU.

Links
No Insider Info!
Although discussions on applying the Cell processor to game development are welcome here, do not ask for insider information related to Sony's Playstation 3.

The details of the hardware and development are covered by a non-disclosure agreement and under no conditions will confidential information be permitted on this site.

Playstation 3 developers are welcome to participate in the discussions but be aware that this is a publicly accessable site and information not available to the general public may not be disclosed.

Keep it clean so that we can continue to build on the community of Cell developers both inside and outside video game development.

Thank you for your cooperation,
Mike.
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Better Performance Through Branch Elimination
Mike Acton
July 11, 2006
Update! (11 July 06) Major Revision. With much help from André de Leiradella, these are improved working drafts of the series on branch elimination. Now included are a more detailed background on branches and many more examples!
Introduction
Second only to poor data access patterns, branches can have a big negative impact in the performance of a program. Methods for reducing branch penalties, such as both dynamic and static (software-assisted) branch prediction hardware, despite their successes, are increasingly less effective as the length of the instruction pipelines increase, particularly with in-order architectures where execution must be stalled when hardware prediction fails.

Branching, both conditional and unconditional, slows most implementations. Even an unconditional branch or a correctly predicted taken branch may cause a delay if the target instruction is not in the fetch buffer or the cache. It is therefore best to use branch instructions carefully and to devise algorithms that reduce branching. Many operations that normally use branches may be performed either with fewer or no branches.
-- From IBM's The PowerPC Compiler Writer's Guide 3.1.5

Branches represent a significant part of both performance critical and general purpose code - as a general rule of thumb, 20% of the instructions in typical code are branches. In inner loops and other code sections which demand the highest performance may benefit from a multifold increase in performance by eliminating, or reducing, branches.

This series of articles will present the types of delays that branches may cause in program execution and some programming patterns that help avoid those delays.


Part 1: Introduction
Part 2: Background on Branching
Part 3: Benefits to Branch Elimination
Part 4: Programming with Branches, Patterns and Tips
Part 5: More Techniques for Eliminating Branches

Additional Examples:

Increment And Decrement Wrapping Values
Occasionally you have a set of values that you want to wrap around as you increment and decrement them. But the straightfoward implementation can have a big impact on processors where comparisons and branches are expensive (e.g. PowerPC). This article presents a straightforward branch-free implementation of these functions.

Choosing to Avoid Branches: A Small Altivec Example
An example of why less instructions doesn't always equal faster code.

Branch-free implementation of half-precision (16 bit) floating point
The goal of this project is serve as an example of developing some relatively complex operations completely without branches - a software implementation of half-precision floating point numbers.

If this article interests you, I recommend highly Henry S. Warren's book Hacker's Delight and his associated website, Hacker's Delight. This book is a must-have for every programmer.