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Subject: MMX-Kogge-Strone gains the lead

Author: Gerd Isenberg

Date: 09:43:21 09/24/02


Hi all,

few days ago i posted some optimized direction fill routines (dumb7fill),
to generate attack bitboards for multiple (sliding) pieces:

http://www.talkchess.com/forums/1/message.html?253039
http://www.talkchess.com/forums/1/message.html?253146

After a few "factoring outs" and some reordering of mmx-instructions, my
conclusion was "hard time for Kogge-Stone", because the dumb7fill needs only few
registers, so that is was possible to do four directions simultaniously without
reading any constant datas.

Since Kogge-Stone is preferable under algorithm point of view, because only
three (and one final shift) instead of seven fill iterations per direction,
the drawback of Kogge-Stone is the need of more registers because generator
and propagator have to be shifted, and to store intermediate generators and
propagators.

Sample C- Source of "Kogge-Stone parallel prefix algorithm" inroduced to me
by Steffan Westcott:

BitBoard FillUpOccluded(BitBoard g, BitBoard p)
{
	g |= p & (g << 8);
	p &= (p << 8);
	g |= p & (g << 16);
	p &= (p << 16);
	return g |= p & (g << 32);
}

BitBoard RookAttacksUp(BitBoard rooks, BitBoard empty_squares)
{
	return ShiftUp(FillUpOccluded(rooks, empty_squares));
}

See Steffan Westcotts reply to my post:
http://www.talkchess.com/forums/1/message.html?252198
http://www.talkchess.com/forums/1/message.html?252289

I was so ambitious doing a smarter Kogge-Stone mmx-implementation by
introducing explicit parallelism to fill two directions simultaniously.

This Kogge-Stone mmx-implemetation for rooks, is slightly faster than
dumb7fill, (26 verus 27 seconds for 10**9 calls) although it's few bytes
longer and reads some constant, cache friendly data.

I am quite sure, that Kogge-Stone will gain more from amd's hammer. Hammer
will have sixteen (14 if we exclude RSP and RBP) general purpose 64bit
registers, eight 64bit mmx-registers (shared with x87) and eight 128bit
xmm-registers! It should be possible to fill at least four directions
independendly, without saving too many of the gp-registers.

cheers,
Gerd



#define CACHE_ALIGN __declspec(align(32))

// input:	mm1 rooks
//		mm6 freeSquares (!changed)
// output:	mm0 rookattacks
//========================================
void getRookAttacksByKoggeStoneMMX()
{
	static const struct
	{
		BitBoard notA;
		BitBoard notAH;
		BitBoard EFGH;
		BitBoard ABCD;
	} CACHE_ALIGN masks =
	{
		0xfefefefefefefefe,
		0x7e7e7e7e7e7e7e7e,
		0xf0f0f0f0f0f0f0f0,
		0x0f0f0f0f0f0f0f0f
	};
	__asm
	{
		// up/down up/dn Kogge Stone
		movq	mm2, mm1	; generator upg
		movq	mm4, mm1	; generator dng
		movq	mm5, mm6	; propagator upp
		movq	mm7, mm6	; propagator dnp
		psllq	mm2, 8		; upg << 8
		psrlq	mm4, 8		; dng >> 8
		psllq	mm5, 8		; upp << 8
		psrlq	mm7, 8		; dnp >> 8
		pand	mm2, mm6	; upp & (upg << 8)
		pand	mm4, mm6	; dnp & (dng >> 8)
		pand	mm5, mm6	; upp &= upp << 8
		pand	mm7, mm6	; dnp &= dnp >> 8
		por	mm2, mm1	; upg |= upp & (upg << 8)
		por	mm4, mm1	; dng |= dnp & (dng >> 8)

		movq	mm0, mm2	; upg
		movq	mm3, mm4	; dng
		psllq	mm2, 16		; upg << 16
		psrlq	mm4, 16		; dng >> 16
		pand	mm2, mm5	; upp & (upg << 16)
		pand	mm4, mm7	; dnp & (dng >> 16)
		por	mm2, mm0	; upg |= upp & (upg << 16)
		por	mm4, mm3	; dng |= dnp & (dng >> 16)
		movq	mm0, mm5	; upp
		movq	mm3, mm7	; dnp
		psllq	mm5, 16		; upp << 16
		psrlq	mm7, 16		; dnp >> 16
		pand	mm5, mm0	; upp &= p << 16
		pand	mm7, mm3	; dnp &= p >> 16

		movq	mm0, mm2	; upg
		movq	mm3, mm4	; dng
		psllq	mm0, 32		; upg << 32
		psrlq	mm4, 32		; dng >> 32
		lea	eax, [masks]
		pand	mm0, mm5	; upp & (upg << 32)
		pand	mm4, mm7	; dnp & (dng >> 32)
		por	mm0, mm2	; upg |= upp & (upg << 32)
		por	mm4, mm3	; dng |= dnp & (dng >> 32)
		movq	mm5, mm6	; propagator rip
		psllq	mm0, 8		; final shift up
		psrlq	mm4, 8		; final shift dn
		movq	mm2, mm1	; generator rig
		paddb	mm5, mm5	; rip << 1
		por	mm0, mm4

		// right /left ri/le Kogge Stone
		movq	mm4, [eax.notA]
		movq	mm7, [eax.notAH]
		pand	mm4, mm1	; generator leg, but no wrap
		pand	mm7, mm6	; propagator lep, but no wrap
		paddb	mm2, mm2	; rig << 1
		psrlq	mm4, 1		; leg >> 1
		psrlq	mm7, 1		; lep >> 1
		pand	mm2, mm6	; rip & (rig << 1)
		pand	mm4, mm6	; lep & (leg >> 1)
		pand	mm5, mm6	; rip &= rip << 1
		pand	mm7, mm6	; lep &= lep >> 1
		por	mm2, mm1	; rig |= rip & (rig >> 1)
		por	mm4, mm1	; leg |= lep & (leg >> 1)

		movq	mm1, mm2	; rig
		movq	mm3, mm4	; leg
		paddb	mm1, mm2	; rig << 1
		psrlq	mm4, 2		; leg >> 2
		paddb	mm1, mm1	; rig << 2
		pand	mm4, mm7	; lep & (leg >> 2)
		pand	mm1, mm5	; rip & (rig << 2)
		por	mm1, mm2	; rig |= rip & (rig << 2)
		por	mm4, mm3	; leg |= lep & (leg >> 2)
		movq	mm2, [eax.EFGH]	; but no wrap for rip & (rig << 4)
		movq	mm3, [eax.ABCD]	; but no wrap for lep & (leg >> 4)
		pand	mm2, mm5	; rip
		pand	mm3, mm7	; lep
		paddb	mm5, mm5	; rip << 1
		psrlq	mm7, 2		; lep >> 2
		paddb	mm5, mm5	; rip << 2
		pand	mm7, mm3	; lep &= lep >> 2
		pand	mm5, mm2	; rip &= rip << 2

		movq	mm3, mm4	; leg
		movq	mm2, mm1	; rig
		psrlq	mm4, 4		; leg >> 4
		psllq	mm1, 4		; rig << 4
		pand	mm4, mm7	; lep & (leg >> 4)
		pand	mm1, mm5	; rip & (rig << 4)
		por	mm4, mm3	; leg |= lep & (leg >> 4)
		por	mm1, mm2	; rig |= rip & (rig << 4)
		pand	mm4, [eax.notA]	; but no wrap
		paddb	mm1, mm1	; final shift rigth
		psrlq	mm4, 1		; final shift left
		por	mm0, mm1
		por	mm0, mm4
	}
}




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