This blog has been updated and turned into a more formal guide on Arm Developer. You can find the latest guide here:
In part 1 of this series on Neon about loads and stores we looked at transferring data between the Neon processing unit and memory. In this post, we deal with an often encountered problem: input data that is not a multiple of the length of the vectors you want to process. You need to handle the leftover elements at the start or end of the array - what is the best way to do this on Neon?
Using Neon typically involves operating on vectors of data from four to sixteen elements in length. Frequently, you will find that your array is not a multiple of that length, and you have to process those leftover elements separately.
For example, you want to load, process and store eight elements per iteration using Neon, but your array is 21 elements long. The first two iterations go well, but for the third, there are only five elements remaining to be processed. What do you do?
There are three ways to handle these leftovers. The methods vary in requirements, performance, and code size. They are listed below in order, with the fastest approach first.
If you can change the size of the arrays that you are processing, increase the length of the array to the next multiple of the vector size using padding elements. This allows you to read and write beyond the end of your data without corrupting adjacent storage.
In the example above, increasing the array size to 24 elements allows the third iteration to complete without potential data corruption.
@ r0 = input array pointer @ r1 = output array pointer @ r2 = length of data in array @ We can assume that the array length is greater than zero, is an integer @ number of vectors, and is greater than or equal to the length of data @ in the array. add r2, r2, #7 @ add (vector length-1) to the data length lsr r2, r2, #3 @ divide the length of the array by the length @ of a vector, 8, to find the number of @ vectors of data to be processed loop: subs r2, r2, #1 @ decrement the loop counter, and set flags vld1.8 {d0}, [r0]! @ load eight elements from the array pointed to @ by r0 into d0, and update r0 to point to the @ next vector ... ... @ process the input in d0 ... vst1.8 {d0}, [r1]! @ write eight elements to the output array, and @ update r1 to point to next vector bne loop @ if r2 is not equal to 0, loop
If the operation is suitable, leftover elements can be handled using overlapping. This involves processing some of the elements in the array twice.
In the example case, the first iteration would process elements zero to seven, the second processes elements five to 12, and the third 13 to 20. Notice that elements five to seven, the overlap between the first and second vectors, have been processed twice.
@ r0 = input array pointer @ r1 = output array pointer @ r2 = length of data in array @ We can assume that the operation is idempotent, and the array is greater @ than or equal to one vector long. ands r3, r2, #7 @ calculate number of elements left over after @ processing complete vectors using @ data length & (vector length - 1) beq loopsetup @ if the result of the ands is zero, the length @ of the data is an integer number of vectors, @ so there is no overlap, and processing can begin @ at the loop @ handle the first vector separately vld1.8 {d0}, [r0], r3 @ load the first eight elements from the array, @ and update the pointer by the number of elements @ left over ... ... @ process the input in d0 ... vst1.8 {d0}, [r1], r3 @ write eight elements to the output array, and @ update the pointer @ now, set up the vector processing loop loopsetup: lsr r2, r2, #3 @ divide the length of the array by the length @ of a vector, 8, to find the number of @ vectors of data to be processed @ the loop can now be executed as normal. the @ first few elements of the first vector will @ overlap with some of those processed above loop: subs r2, r2, #1 @ decrement the loop counter, and set flags vld1.8 {d0}, [r0]! @ load eight elements from the array, and update @ the pointer ... ... @ process the input in d0 ... vst1.8 {d0}, [r1]! @ write eight elements to the output array, and @ update the pointer bne loop @ if r2 is not equal to 0, loop
Neon provides loads and stores that can operate on single elements in a vector. Using these, you can load a partial vector containing one element, operate on it, and write the element back to memory.
For the example problem, the first two iterations execute as normal, processing elements zero to seven, and eight to 15. The third iteration needs only to process five elements. They are handled in a separate loop, which loads, processes and stores single elements.
VPADD
@ r0 = input array pointer @ r1 = output array pointer @ r2 = length of data in array lsrs r3, r2, #3 @ calculate the number of complete vectors to be @ processed and set flags beq singlesetup @ if there are zero complete vectors, branch to @ the single element handling code @ process vector loop vectors: subs r3, r3, #1 @ decrement the loop counter, and set flags vld1.8 {d0}, [r0]! @ load eight elements from the array and update @ the pointer ... ... @ process the input in d0 ... vst1.8 {d0}, [r1]! @ write eight elements to the output array, and @ update the pointer bne vectors @ if r3 is not equal to zero, loop singlesetup: ands r3, r2, #7 @ calculate the number of single elements to process beq exit @ if the number of single elements is zero, branch @ to exit @ process single element loop singles: subs r3, r3, #1 @ decrement the loop counter, and set flags vld1.8 {d0[0]}, [r0]! @ load single element into d0, and update the @ pointer ... ... @ process the input in d0[0] ... vst1.8 {d0[0]}, [r1]! @ write the single element to the output array, @ and update the pointer bne singles @ if r3 is not equal to zero, loop exit:
The overlapping and single element techniques can be applied at the start or end of processing an array. The code above can be easily adapted to fix up elements at either end, if it is more suitable for your application.
Load and store addresses should be aligned to cache lines, allowing more efficient memory accesses.
This requires at least 16-word alignment on Cortex-A8. If you can not align the start of your input and output arrays, you must handle elements at the beginning of processing an array (for alignment) and at the end of the array (for the incomplete final vector.)
When aligning memory accesses for speed, remember to use :64 or :128 or :256 address qualifiers with your load and store instructions, for optimum performance. You can compare the number of cycles required to issue a load or store using the data available in the Technical Reference Manual for your target core.
:64
:128
:256
Here's the relevant page in the Cortex-A8 TRM.
In the single elements case, you could use Arm instructions to operate on each element. However, storing to the same area of memory with both Arm and Neon instructions can reduce performance, as the writes from the Arm pipeline are delayed until writes from the Neon pipeline have been completed.
Generally, you should avoid writing to the same area of memory (specifically, the same cache line) from both Arm and Neon code.
In the next post, we will look at a practical application of Neon: Matrix Multiplication.
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vld1.8 {D0}, R0
vst1.8 {D0}, R1