4 ms·
This is partially due to the compromises of mappingvector intrinsics into C (with C++ only being marginally better). In a more vector-oriented language, such as
by ack_complete 1y ago
This is partially due to the compromises of mappingvector intrinsics into C (with C++ only being marginally better). In a more vector-oriented language, such as shader languages, this:
s1 = vaddq_u32(s1, vextq_u32(z, s1, 2));
s1 = vaddq_u32(s1, vdupq_laneq_u32(s0, 3));
would be more like this:
s1.xy += s1.zw;
s1 += s0.w;
- mananaysiempre 1y agoTo be fair, even in standard C11 you can do a bit better than the CPU manufacturer’s syntax #define vaddv(A, B) _Generic((A), int8x8_t: vaddv_s8((A), (B)), uint8x8_t: vaddv_u8((A), (B)), int8x16_t: vaddvq_s8((A), (B)), uint8x16_t: vaddvq_u8((A), (B)), int16x4_t: vaddv_s16((A), (B)), uint16x4_t: vaddv_u16((A), (B)), int16x8_t: vaddvq_s16((A), (B)), uint16x8_t: vaddvq_u16((A), (B)), int32x2_t: vaddv_s32((A), (B)), uint32x2_t: vaddv_u32((A), (B)), float32x2_t: vaddv_f32((A), (B)), int32x4_t: vaddvq_s32((A), (B)), uint32x4_t: vaddvq_u32((A), (B)), float32x4_t: vaddvq_f32((A), (B)), int64x2_t: vaddvq_s64((A), (B)), uint64x2_t: vaddvq_u64((A), (B)), float64x2_t: vaddvq_f64((A), (B))) while in GNU C you can in fact use normal arithmetic and indexing (but not swizzles) on vector types.