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Comment by masfuerte

16 hours ago

We didn't miss them. In those days they weren't optimizations. Multiplications were really expensive.

Multiplications of this word length, one should clarify. It's not that multiplication was an inherently more expensive or different operation back then (assuming from context here that the "old days" of coding inner loops in assembly language pre-date even the 32-bit ALU era). Binary multiplication has not changed in millennia. Ancient Egyptians were using the same binary integer multiplication logic 5 millennia ago as ALUs do today.

It was that generally the fast hardware multiplication operations in ALUs didn't have very many bits in the register word length, so multiplications of wider words had to be done with library functions that did long multiplication in (say) base 256.

So this code in the headlined article would not be "three instructions" but three calls to internal helper library functions used by the compiler for long-word multiplication, comparison, and bitwise AND; not markedly more optimal than three internal helper function calls for the three original modulo operations, and in fact less optimal than the bit-twiddled modulo-powers-of-2 version found halfway down the headlined article, which would only need check the least significant byte and not call library functions for two of the 32-bit modulo operations.

Bonus points to anyone who remembers the helper function names in Microsoft BASIC's runtime library straight off the top of xyr head. It is probably a good thing that I finally seem to have forgotten them. (-: They all began with "B$" as I recall.

  • Most 8-bit CPUs didn't even have a hardware multiply instruction. To multiply on a 6502, for example, or a Z80, you have to add repeatedly. You can multiply by a power of 2 by shifting left, so you can get a bigger result by switching between shifting and adding or subtracting. Although, again, on these earlier CPUs you can only shift by one bit at a time, rather than by a variable number of bits.

    There's also the difference between multiplying by a hard-coded value, which can be implemented with shifts and adds, and multiplying two variables, which has to be done with an algorithm.

    The 8086 did have multiply instructions, but they were implemented as a loop in the microcode, adding the multiplicand, or not, once for each bit in the multiplier. More at https://www.righto.com/2023/03/8086-multiplication-microcode.... Multiplying by a fixed value using shifts and adds could be faster.

    The prototype ARM1 did not have a multiply instruction. The architecture does have a barrel shifter which can shift one of the operands by any number of bits. For a fixed multiplication, it's possible to compute multiplying by a power of two, by (power of two plus 1), or by (power of two minus 1) in a single instruction. The latter is why ARM has both a SUB (subtract) instruction, computing rd := rs1 - Operand2, and a RSB (Reverse SuBtract) instruction, computing rd := Operand2 - rs1. The second operand goes through the barrel shifter, allowing you to write an instruction like 'RSB R0, R1, R1, #4' meaning 'R0 := (R1 << 4) - R1', or in other words '(R1 * 16) - R1', or R1 * 15.

    ARMv2 added in MUL and MLA (MuLtiply and Accumulate) instructions. The hardware ARM2 implementation uses a Booth's encoder to multiply 2 bits at a time, taking up to 16 cycles for 32 bits. It can exit early if the remaining bits are all 0s.

    Later ARM cores implemented an optional wider multiplier (that's the 'M' in 'ARM7TDMI', for example) that could multiply more bits at a time, therefore executing in fewer cycles. I believe ARM7TDMI was 8-bit, completing in up to 4 cycles (again, offering early exit). Modern ARM cores can do 64-bit multiplies in a single cycle.

    • The base RISC-V instruction set does not include hardware multiply instructions. Most implementations do include the M (or related) extensions that provide them, but if you are building a processor that doesn't need it, you don't need to include it.

  • > Multiplications of this word length, one should clarify. It's not that multiplication was an inherently more expensive or different operation back then (assuming from context here that the "old days" of coding inner loops in assembly language pre-date even the 32-bit ALU era). Binary multiplication has not changed in millennia. Ancient Egyptians were using the same binary integer multiplication logic 5 millennia ago as ALUs do today.

    Well, we can actually multiply long binary numbers asymptotically faster than Ancient Egyptians.

    See eg https://en.wikipedia.org/wiki/Karatsuba_algorithm

Related, Computerphile had a video a few months ago where they try to put compute time relative to human time, similar to the way one might visualize an atom by making the proton the size of a golfball. I think it can help put some costs into perspective and really show why branching maters as well as the great engineering done to hide some of the slowdowns. But definitely some things are being marked simply by the sheer speed of the clock (like how the small size of a proton hides how empty an atom is)

  https://youtube.com/watch?v=PpaQrzoDW2I

and divides were worse. (1 cycle add, 10 cycle mult, 60 cycle div)

  • That's fair but mod is division, or no? So realistically the new magic number version would be faster. Assuming there is 32 bit int support. Sorry, this is above my paygrade.

    • Many compiles will compute div-by-a-constant using the invert, multiply, and shift off the remainder trick. Once you have that, you can do mod-by-a-constant as a derivative and usually still beat 1-bit or 2-bit division.

  • Yeah, I'm thinking more of ones that remove all the divs from some crazy math functions for graphics rendering and replace them all with bit shifts or boolean ops.