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#23 |
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Sep 2006
The Netherlands
3·269 Posts |
So that makes the new adding of carry code, without opencl support for it:
Code:
carry = 0; x = A+B; if( x < A ) carry = 1; |
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#24 | |
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Bamboozled!
"๐บ๐๐ท๐ท๐ญ"
May 2003
Down not across
2·17·347 Posts |
Quote:
Paul |
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#25 | |
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Bamboozled!
"๐บ๐๐ท๐ท๐ญ"
May 2003
Down not across
2·17·347 Posts |
Quote:
If so Code:
x = A+B; if (x<A) carry=1; else carry=0; Paul |
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#26 |
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Oct 2007
2×53 Posts |
One can try to use 64-bit integers and hope the compiler is smart enough to use internal ADC:
Code:
x = (u64)A+B; carry = x>>32; |
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#27 |
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Sep 2006
The Netherlands
3·269 Posts |
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#28 | |
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Sep 2006
The Netherlands
3×269 Posts |
Quote:
Relevant is of course to test it all at the opencl compiler and see how fast it is compared to shifting 31 bits and compared to not doing it at all (thugh producing wrong result, it's about the speedwise compare). Note that another big problem of GPU's is the hidden latencies. If we have the next sequential thing in the code: Code:
x = a+b; instruction using 'x' here A way to avoid that is to already have another wavefront started at the gpu that runs while it waits for the result of 'x' here. Yet in prime number code it might be important to schedule the code such that we can avoid another thread from needing to run there; as then we lose registers which we all need to store the primebase for the sieve generating factor candidates - bigger primebase means we waste less system time on testing composites in the form 2 np + 1 with trial factoring. p.s. not so real important in this context: As for too many functions in languages, we see in C++ the problem of that. Also the modern compilers have big problems with deep layers of classes, which seemingly would be easy to 'inline'. Resulting C++ codes nearly always are factors slower than C code, which is weird if you realize semantically usually there is no difference between the constructs. Very few coders on the planet manage to produce in C++ code that's equally fast to C code, meanwhile really looking like C++ code :) pps this is also 1 explanation why some CUDA codes seem so fast compared to the C++ alternatives; imperative languages simply are faster practical; that is if the code can get managed by 1 person. Obviously for companies there is huge advantages in using C++ for their projects - that's not the discussion here Last fiddled with by diep on 2011-04-12 at 16:47 |
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#29 | |
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Oct 2007
1528 Posts |
Quote:
Another option is: Code:
x = A+B; carry = A>=(-B); |
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#30 | |
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Sep 2006
The Netherlands
80710 Posts |
Quote:
Vincent p.s. checking whether it has an efficient negate instruction ;) Note i also have to write out all cases to check whether it works correct, but that's because i didn't see this one before :) Last fiddled with by diep on 2011-04-12 at 17:20 |
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#31 | |
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Bamboozled!
"๐บ๐๐ท๐ท๐ญ"
May 2003
Down not across
2×17×347 Posts |
Quote:
Paul Last fiddled with by xilman on 2011-04-12 at 19:08 Reason: Fix typI |
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#32 |
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Sep 2006
The Netherlands
3×269 Posts |
Well you adress a fundamental problem which is language independant: GPU's are very ugly with branches, to say polite. In the luckiest case you can have, they execute *all code* in both chains of the branches. So if a branch doesn't get taken:
Code:
if( randomnumberPEdependant&1 ) {
bla bla;
}
else {
yep;
}
Of course this only if a branch gets taken by some PE's; if all of them do not take it, maybe it's ok (have to check - let's not count at it for now). Last fiddled with by diep on 2011-04-12 at 19:26 |
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#33 |
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Jul 2010
2×5 Posts |
You are correct about if/else, usually for simple arithmetic like in my code it gets easily translated to a conditional move. This saves tons of gpu cycles, a simple if/else if around 80 cycles on the newest hardware just for flow control if it isn't compiled as CMOV.
The issue with implementing any of the carries this way for me, is we are currently using a 6-wide 24-bit integer multiplication (3X3) for the barrett and similar for the squaring. If you use 32-bits with the 1-bit carry you end up needing to ripple through the carry on each multiply, which is quite slow. If you are only doing 64-bits this is less of a problem of course. |
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