I am trying to implement a fixed-point class in C++, but I face problems with performance. I have reduced the problem to a simple wrapper of the float type and it is still slow. My question is - why is the compiler unable optimize it fully?
The 'float' version is 50% faster than 'Float'. Why?!
(I use Visual C++ 2008, all possible compiler's options tested, Release configuration of course).
See the code below:
#include <cstdio>
#include <cstdlib>
#include "Clock.h" // just for measuring time
#define real Float // Option 1
//#define real float // Option 2
struct Float
{
private:
float value;
public:
Float(float value) : value(value) {}
operator float() { return value; }
Float& operator=(const Float& rhs)
{
value = rhs.value;
return *this;
}
Float operator+ (const Float& rhs) const
{
return Float( value + rhs.value );
}
Float operator- (const Float& rhs) const
{
return Float( value - rhs.value );
}
Float operator* (const Float& rhs) const
{
return Float( value * rhs.value );
}
bool operator< (const Float& rhs) const
{
return value < rhs.value;
}
};
struct Point
{
Point() : x(0), y(0) {}
Point(real x, real y) : x(x), y(y) {}
real x;
real y;
};
int main()
{
// Generate data
const int N = 30000;
Point points[N];
for (int i = 0; i < N; ++i)
{
points[i].x = (real)(640.0f * rand() / RAND_MAX);
points[i].y = (real)(640.0f * rand() / RAND_MAX);
}
real limit( 20 * 20 );
// Check how many pairs of points are closer than 20
Clock clk;
int count = 0;
for (int i = 0; i < N; ++i)
{
for (int j = i + 1; j < N; ++j)
{
real dx = points[i].x - points[j].x;
real dy = points[i].y - points[j].y;
real d2 = dx * dx + dy * dy;
if ( d2 < limit )
{
count++;
}
}
}
double time = clk.time();
printf("%d\n", count);
printf("TIME: %lf\n", time);
return 0;
}
IMO, It has to do with optimization flags. I checked your program in g++ linux-64 machine. Without any optimization, it give the same result as you told which 50%
less.
With keeping the maximum optimization turned ON (i.e. -O4
). Both versions are same. Turn on the optimization and check.