Creating double-precision integer multiplication with a quad-precision result from single-precision multiplication with a double-precision result
Suppose you want to multiply two double-word values producing a quad-word result, but your processor supports only single-word multiplication with a double-word result. For concreteness, let’s say that your processor supports 32 × 32 → 64 multiplication and you want to implement 64 × 64 → 128 multiplication. (Sound like any processor you know?)
Oh boy, let’s do some high school algebra. Let’s start with unsigned multiplication.
Let x = A × 2³² + B and y = C × 2³² + D, where A, B, C, and D are all in the range 0 … 2³² − 1.
x × y = | AC × 264 + (AD + BC) × 232 + BD | ||
= | AC × 264 + BD | + | (AD + BC) × 232 |
provisional result | cross-terms |
Each of the multiplications (not counting the power-of-two multiplications) is a 32 × 32 → 64 multiplication, so they are something we have as a building block. And the basic implementation is simply to perform the four multiplications and add the pieces together. But if you have SSE, you can perform two multiplies in a single instruction.
// Prepare our source registers movq xmm0, x // xmm0 = { 0, 0, A, B } = { *, *, A, B } movq xmm1, y // xmm1 = { 0, 0, C, D } = { *, *, C, D } punpckldq xmm0, xmm0 // xmm0 = { A, A, B, B } = { *, A, *, B } punpckldq xmm1, xmm1 // xmm1 = { C, C, D, D } = { *, C, *, D } pshufd xmm2, xmm1, _MM_SHUFFLE(2, 0, 3, 1) // xmm2 = { D, D, C, C } = { *, D, *, C }
The PMULUDQ
instruction multiplies 32-bit lanes 0 and 2 of its source and destination registers, producing 64-bit results. The values in lanes 1 and 3 do not participate in the multiplication, so it doesn’t matter what we put there. It so happens that the PUNPCKLDQ
instruction duplicates the value, but we really don’t care. I used *
to represent a don’t-care value.
pmuludq xmm1, xmm0 // xmm1 = { AC, BD } // provisional result pmuludq xmm2, xmm0 // xmm2 = { AD, BC } // cross-terms
In two PMULUDQ
instructions, we created the provisional result and the cross-terms. Now we just need to add the cross-terms to the provisional result. Unfortunately, SSE does not have a 128-bit addition (or at least SSE2 doesn’t; who knows what they’ll add in the future), so we need to do that the old-fashioned way.
movdqa result, xmm1 movdqa crossterms, xmm2 mov eax, crossterms[0] mov edx, crossterms[4] // edx:eax = BC add result[4], eax adc result[8], edx adc result[12], 0 // add the first cross-term mov eax, crossterms[8] mov edx, crossterms[12] // edx:eax = AD add result[4], eax adc result[8], edx adc result[12], 0 // add the second cross-term
There we go, a 64 × 64 → 128 multiply constructed from 32 × 32 → 64 multiplies.
Exercise: Why didn’t I use the rax
register to perform the 64-bit addition? (This is sort of a trick question.)
That calculates an unsigned multiplication, but how do we do a signed multiplication? Let’s work modulo 2128 so that signed and unsigned multiplication are equivalent. This means that we need to expand x and y to 128-bit values X and Y.
Let s = the sign bit of x expanded to a 64-bit value, and similarly t = the sign bit of y expanded to a 64-bit value. In other words, s is 0xFFFFFFFF`FFFFFFFF
if x < 0 and zero if x ≥ 0.
The 128-bit values being multiplied are
X = | s × 264 + x |
Y = | t × 264 + y |
The product is therefore
X × Y = | st × 2128 | + | (sy + tx) × 264 | + | xy |
zero | adjustment | unsigned product |
The first term is zero because it overflows the 128-bit result. That leaves the second term as the adjustment, which simplifies to “If x < 0 then subtract y from the high 64 bits; if y < 0 then subtract x from the high 64 bits.”
if (x < 0) result.m128i_u64[1] -= y; if (y < 0) result.m128i_u64[1] -= x;
If we were still playing with SSE, we could compute this as follows:
movdqa xmm0, result // xmm0 = { high, low } movq xmm1, x // xmm1 = { 0, x } movq xmm2, y // xmm2 = { 0, y } pshufd xmm3, xmm1, _MM_SHUFFLE(1, 1, 3, 2) // xmm3 = { xhi, xhi, 0, 0 } pshufd xmm1, xmm1, _MM_SHUFFLE(1, 0, 3, 2) // xmm1 = { x, 0 } pshufd xmm4, xmm2, _MM_SHUFFLE(1, 1, 3, 2) // xmm4 = { yhi, yhi, 0, 0 } pshufd xmm2, xmm2, _MM_SHUFFLE(1, 0, 3, 2) // xmm2 = { y, 0 } psrad xmm3, 31 // xmm3 = { s, s, 0, 0 } = { s, 0 } psrad xmm4, 31 // xmm4 = { t, t, 0, 0 } = { t, 0 } pand xmm3, xmm2 // xmm3 = { x < 0 ? y : 0, 0 } pand xmm4, xmm1 // xmm4 = { y < 0 ? x : 0, 0 } psubq xmm0, xmm3 // first adjustment psubq xmm0, xmm4 // second adjustment movdqa result, xmm0 // update result
The code is a bit strange because SSE2 doesn’t have a full set of 64-bit integer opcodes. We would have liked to have used a psraq
instruction to fill a 64-bit field with a sign bit. But there is no such instruction, so instead we duplicate the 64-bit sign bit into two 32-bit sign bits (one in lane 2 and one in lane 3) and then fill the lanes with that bit using psrad
.
南来地,北往的,上班的,下岗的,走过路过不要错过!
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之前认为Apple 的iOS 设计的要比 Android 稳定,我错了吗?
下载的许多客户端程序/游戏程序,经常会Crash,是程序写的不好(内存泄漏?刚启动也会吗?)还是iOS本身的不稳定!!!
如果在Android手机中可以简单联接到ddms,就可以查看系统log,很容易看到程序为什么出错,在iPhone中如何得知呢?试试Organizer吧,分析一下Device logs,也许有用.