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sjrd 1 hours ago [-]
There is a paper by Vincent Lefèvre that indeed proves that floating point division and a floor implement the euclidean division, with a careful analysis of when. [1] A corollary of the main theorem in the paper is that, with round to nearest, if x and y fit in 53 bits unsigned then it works out.
I would love to have some benchmarks for this on some reasonably practical scenario.
In many common cases shift and masking can replace integer division (i.e. hash tables) and you avoid division altogether, and that probably has about the cost of converting an int to a float.
taeric 4 hours ago [-]
I'm curious that the latency of these is actually worse than the latency of floating operations. Yes, they are worse than many integer instructions, but they seem to be on basically the same order as the equivalent float operations?
mtklein 4 hours ago [-]
My rule of thumb is that integer ops cost 1 cycle except divides, floats 3 but maybe divide is a bit more, then integer divides are like infinity at 20+ cycles that cannot be amortized by vectorization.
When you code simd it's best to assume the integer divide instruction does not exist. Just an impossibility, if you need to divide ints, rethink your whole program.
dzaima 3 hours ago [-]
Float divides are still pretty expensive; 8-10 cycles of latency on modern hardware, integer divides being 8-20 cycles. (on Apple M1 both are 8-10 cycles; int div is much worse on older x86 hw)
Integer multiply is also pretty universally 3 cycles of latency, i.e. basically the same as float multiply (or even add!).
What float div definitely has over int div is throughput, as float div comes in vectorized versions on x86 & ARM, and it usually is actually parallelized.
On top of generally fp div generally having higher throughput (M1 gets down to 1 instr/cycle! though int div isn't bad either at 0.5 instrs/cycle; x86 numbers are messy but even 32-bit int div is never better than f64 div, though they're close; also an annoying aspect is that x86 division instrs actually always take a 128-bit divisor, though hopefully a sign-/zero-extended 64-bit value skips the extra work)
brianpaul 56 minutes ago [-]
Though, if you happen to be dividing by constants, compilers can do a good job of optimizing for that, simd too probably.
jcranmer 4 hours ago [-]
Floating-point division requires 53 bits instead of 64 bits for integers. A lot of the increased latency comes from the wider datatypes.
4 days ago [-]
RossBencina 5 hours ago [-]
x and y are integers represented as floating point
> d = trunc(x/y); // floor works for unsigned
>
> // NOTE: if only want 'd' and it's being converted to an
> // integer then the truncate or floor operation is
> // free in the float to integer conversion.
Please show me how to portably truncate or floor a floating point value to an int in C for "free".
4 hours ago [-]
mtklein 4 hours ago [-]
They're typically like a 3-cycle op, right? Obviously that's not zero, but as far as floating point ops get it's a cheap as it gets, like an add, mul, fma, that sorta thing.
NooneAtAll3 4 hours ago [-]
I think you misread?
{within float-to-integer conversion} trunc or floor is free
that is, if you are converting, you already get it by default
ranger_danger 4 hours ago [-]
Perhaps they meant implicit instead of free, since the comment also explains that `d` is an integer and the intent is to truncate, so the trunc() call is not even necessary when the assigning type is an int.
[1] https://hal.univ-lorraine.fr/inria-00070403v1
In many common cases shift and masking can replace integer division (i.e. hash tables) and you avoid division altogether, and that probably has about the cost of converting an int to a float.
When you code simd it's best to assume the integer divide instruction does not exist. Just an impossibility, if you need to divide ints, rethink your whole program.
Integer multiply is also pretty universally 3 cycles of latency, i.e. basically the same as float multiply (or even add!).
What float div definitely has over int div is throughput, as float div comes in vectorized versions on x86 & ARM, and it usually is actually parallelized.
On top of generally fp div generally having higher throughput (M1 gets down to 1 instr/cycle! though int div isn't bad either at 0.5 instrs/cycle; x86 numbers are messy but even 32-bit int div is never better than f64 div, though they're close; also an annoying aspect is that x86 division instrs actually always take a 128-bit divisor, though hopefully a sign-/zero-extended 64-bit value skips the extra work)
{within float-to-integer conversion} trunc or floor is free
that is, if you are converting, you already get it by default