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Re: 100% speed improvement 3.4 -> 3.5 for ia64!! (?)


On Wed, 14 Apr 2004, Kaveh R. Ghazi wrote:

>  > Anyone has an idea what improved so much for ia64 compared to 3.4?
>  > Only flags I'm using are -O2 -funroll-loops -ffast-math, numerics are
>  > mostly FP multiplication/addition.  Do I need to be concerned and
>  > investigate results more closely?
>
> I'm curious, how does 3.4/3.5 compare when you remove -ffast-math?
>
> A lot of -ffast-math changes went in and I don't recall how many made
> it into 3.4.  So I'd like to know what the difference is (if any)
> between those versions when using slow (?) math.

Part of the "problem" of 3.4 seems to be uncovered by doing a profiled
run, where it shows:

Each sample counts as 0.000976562 seconds.
  %   cumulative   self              self     total
 time   seconds   seconds    calls   s/call   s/call  name
  9.95      3.74     3.74                             __divdf3
  4.28      5.34     1.61       10     0.16     0.16  void LoopApplyEvaluator::evaluate<ApplyMul

while 3.5 has:

Each sample counts as 0.000976562 seconds.
  %   cumulative   self              self     total
 time   seconds   seconds    calls   s/call   s/call  name
  4.37      0.89     0.89       10     0.09     0.09  MultiArgKernel<MultiArg3<F

i.e. __divdf3 seems to be inlined in 3.5 but not in 3.4.  Does this also
inhibit constant folding or builtin optimizations of divisions?  Or does
__divdf3 enter the stages only just before assembling?  Inlining these
does not cause any increase in stripped binary size, 3.4 is 4433152 bytes
and 3.5 4341032 bytes.

Anyway, disabling -ffast-math the results are 8.0s/it for 3.4 and 4.2s/it
for 3.5.  So maybe we could backport this inlining of ia64 FP division to
3.4.1.

Richard.

--
Richard Guenther <richard dot guenther at uni-tuebingen dot de>
WWW: http://www.tat.physik.uni-tuebingen.de/~rguenth/


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