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In recent light of the Vulkan vs OpenGL comparison on why supposedly developers don't want to use Vulkan which was posted some time ago I thought it would make sense to show something similar on the CPU side of things .
Scalar, non-AVX :
AVX :
That's why game developers stay away from optimizing games using AVX I guess . In all seriousness, there is always a price to pay for better performance, the code above runs about 6.5 times faster even though it looks unintelligible. Same thing with Vulkan vs OpenGL vs DirectX or whatever, it makes no sense to compare things like this.
Scalar, non-AVX :
Code:
void interpolate(vector<vector<int>>& mat)
{
for(int i=2; i<mat.size()-1; i=i+2)
for(int j=0; j<mat[0].size(); j++)
{
mat[i][j] = mat[i-1][j] + 0.5f * (mat[i+1][j] - mat[i-1][j]);
}
}
AVX :
Code:
void interpolate_avx(vector<vector<int>>& mat)
{
for(int i=2; i<mat.size()-1; i=i+2)
for(int j=0; j<mat[0].size(); j=j+8)
{
_mm256_storeu_si256((__m256i *)&mat[i][j], _mm256_cvtps_epi32(_mm256_add_ps(_mm256_mul_ps(_mm256_sub_ps(_mm256_cvtepi32_ps(_mm256_loadu_si256((__m256i *)&mat[i+1][j])), _mm256_cvtepi32_ps(_mm256_loadu_si256((__m256i *)&mat[i-1][j]))), _mm256_set1_ps(0.5f)), _mm256_cvtepi32_ps(_mm256_loadu_si256((__m256i *)&mat[i-1][j])))));
}
}
That's why game developers stay away from optimizing games using AVX I guess . In all seriousness, there is always a price to pay for better performance, the code above runs about 6.5 times faster even though it looks unintelligible. Same thing with Vulkan vs OpenGL vs DirectX or whatever, it makes no sense to compare things like this.