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Double Vector128 for SpanHelpers.IndexOf(byte,byte,int) on ARM64 #66993

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EgorBo
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@EgorBo EgorBo commented Mar 22, 2022

This PR adds "double-Vector128" path for ARM64 to IndexOf(byte) - a sort of an alternative of AVX2 path on x86. A quick benchmark:

public IEnumerable<byte[]> TestData()
{
    yield return File.ReadAllBytes(@"/Users/egorbo/prj/runtime/THIRD-PARTY-NOTICES.TXT");
}

[Benchmark]
[ArgumentsSource(nameof(TestData))]
public int IndexOf_NotFound(byte[] data) => data.AsSpan().IndexOf((byte)222);
Method Toolchain data Mean Error StdDev
IndexOf_NotFound /Core_Root/corerun Byte[57405] 1,065.638 ns 0.5967 ns 0.5582 ns
IndexOf_NotFound /Core_Root_base/corerun Byte[57405] 2,260.414 ns 5.5352 ns 4.3216 ns

It's twice faster for large input, I tested small inputs with various cases and didn't notice any noticeable penalty from this change. e.g.: https://gist.github.com/EgorBo/69ac4df69a2c1cd8def04e0614d86f76

I'm leaving the opportunity to port the whole thing to cross-plat vectors for someone else, my quick attempt had worse numbers with Vector128.ExtractMostSignificantBits vs TryFindFirstMatchedLane which is used now to calculate positions in the comparison result for arm64.

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ghost commented Mar 22, 2022

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Issue Details

Added "double-Vector128" path for ARM64 to IndexOf(byte), a quick benchmark:

public IEnumerable<byte[]> TestData()
{
    yield return File.ReadAllBytes(@"/Users/egorbo/prj/runtime/THIRD-PARTY-NOTICES.TXT");
}

[Benchmark]
[ArgumentsSource(nameof(TestData))]
public int IndexOf_NotFound(byte[] data) => data.AsSpan().IndexOf((byte)222);
Method Toolchain data Mean Error StdDev
IndexOf_NotFound /Core_Root/corerun Byte[57405] 1,065.638 ns 0.5967 ns 0.5582 ns
IndexOf_NotFound /Core_Root_base/corerun Byte[57405] 2,260.414 ns 5.5352 ns 4.3216 ns

It's twice faster for large input, I tested small inputs with various cases and didn't notice any noticeable penalty from this change. e.g.: https://gist.github.com/EgorBo/69ac4df69a2c1cd8def04e0614d86f76

I'm leaving the opportunity to port the whole thing to cross-plat vectors for someone else, my quick attempt had worse numbers with Vector128.ExtractMostSignificantBits vs TryFindFirstMatchedLane which is used now to calculate positions in the comparison result for arm64.

Author: EgorBo
Assignees: EgorBo
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area-System.Memory

Milestone: -

@tannergooding
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The numbers look good, but I'm still concerned that we don't have a way to test and show the impact of changes like this on efficiency/little cores (which may not have pipelining support) and we don't have a way to reliably show the power consumption cost and its impact for mobile scenarios (iOS/Android).

I'm leaving the opportunity to port the whole thing to cross-plat vectors for someone else, my quick attempt had worse numbers with Vector128.ExtractMostSignificantBits vs TryFindFirstMatchedLane which is used now to calculate positions in the comparison result for arm64.

Do you have some numbers/data showing what the perf difference was here and where the codegen inefficiency was? My guess is that its the "missing opt" around specially handling ExtractMostSignificantBits(SomeComparisonResult).

@EgorBo
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EgorBo commented Mar 22, 2022

I'm leaving the opportunity to port the whole thing to cross-plat vectors for someone else, my quick attempt had worse numbers with Vector128.ExtractMostSignificantBits vs TryFindFirstMatchedLane which is used now to calculate positions in the comparison result for arm64.

Do you have some numbers/data showing what the perf difference was here and where the codegen inefficiency was? My guess is that its the "missing opt" around specially handling ExtractMostSignificantBits(SomeComparisonResult).

here is my change EgorBo@ef13f72

the benchmark for the PR's description performs at ~2,550.000 ns which is slower than the baseline

The numbers look good, but I'm still concerned that we don't have a way to test and show the impact of changes like this on efficiency/little cores (which may not have pipelining support) and we don't have a way to reliably show the power consumption cost and its impact for mobile scenarios (iOS/Android).

Happy to test it once we get an API/instructions how to do it, I spent some time trying to hack my M1 but with no luck (tried ProcessorAffinity) 🙁

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Is it possible to JIT Vector256 usage down to such usage of Vector128, basically emulating the former on the latter? I'd like to avoid lots of manual such emulation if at all possible... it's yet one more thing developers will need to think about in what's already a complex web of decisions, another code path to maintain, etc.

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tannergooding commented Mar 22, 2022

Is it possible to JIT Vector256 usage down to such usage of Vector128, basically emulating the former on the latter? I'd like to avoid lots of manual such emulation if at all possible... it's yet one more thing developers will need to think about in what's already a complex web of decisions, another code path to maintain, etc.

Yes, but its more work to enable and isn't a thing that most devs should do by default. There is a lot of nuance around unrolling vs interleaving (this PR is interleaving two iterations) and the latter generally depends on hardware pipelining to actually be more efficient/better.

It's why I called out the concerns around perf on other hardware and specifically around "little" or "efficient" scenarios. Just getting better numbers on some hardware doesn't necessarily mean a change is good/worthwhile.

We notably don't have the setup to do more extensive testing or to automatically validate, over time, the scenarios I called out. But they are still important scenarios to consider and may vary based on whether we are considering "Server" (including Cloud) vs "Desktop" vs "Mobile"

@EgorBo
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EgorBo commented Mar 22, 2022

I'd like to avoid lots of manual such emulation if at all possible.

I agree it looks bad, but I noticed that IndexOf(byte) and two IndexOfAny overloads are quite frequent guests in TE traces, mostly due to Http Headers parsing and SequenceReader::TryReadTo(span, '\n')

As for the suggestion to expand Vector256, yeah, I agree with Tanner it's going to be complicated to properly pipeline stuff, we don't have an instruction selection phase in jit yet.

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mostly due to Http Headers parsing and SequenceReader::TryReadTo(span, '\n')

Are enough headers long enough to benefit from this that it moves the needle?

I agree it looks bad

The promise of Vector128/256 was developers wouldn't need to worry about cross-platform differences; this suggests that's not entirely the case. And now devs need to choose between Vector<T>, Vector128<T>, Vector256<T>, using multiple lanes of Vector128, raw intrinsics, and probably something else in forgetting.

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tannergooding commented Mar 22, 2022

The promise of Vector128/256 was developers wouldn't need to worry about cross-platform differences; this suggests that's not entirely the case. And now devs need to choose between Vector, Vector128, Vector256, using multiple lanes of Vector128, raw intrinsics, and probably something else in forgetting.

And that's still generally the case and a place where you and I disagreed on what is good or not.

I still hold the opinion that simply targeting Vector128, even if it potentially leaves perf on the table, is the best default choice for devs wanting something that is simple, extensible, and generally "just works". It has the least overall number of considerations.

Devs who want additional perf can then consider also using Vector256, doing unrolling, or utilizing architecture specific intrinsics for additional throughput. If you are multi-targeting full framework or are in a scenario where the data is known to be consistently big and you don't need any of the functionality that depends on knowing the vector size, then Vector<T> can also be a good option.

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The perf here isn't bad, its just that this is a "perf critical" scenario for an area that the BCL itself cares about in relation to TechEmpower, therefore it qualifies under the second consideration of "want/need additional perf, so loop unrolling or similar is worth considering"

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EgorBo commented Mar 22, 2022

The promise of Vector128/256 was developers wouldn't need to worry about cross-platform differences

I think SpanHelpers is definitely not something anybody should ever use as an example, it contains a lot of hacks 😄 e.g. relying on the fact that aligned data won't cross page boundary so we can load more than needed, the actual manual data alignment, Vector<T> path, etc

Are enough headers long enough to benefit from this that it moves the needle?

Browsers typically send ~1000 bytes of headers, in TE benchmarks those are ~200 bytes.

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Browsers typically send ~1000 bytes of headers, in TE benchmarks those are ~200 bytes.

If the search being done is looking for a newline, total header length doesn't really matter, but rather the length of individual header lines. Does this PR show benefits for TE or other ASP.NET benchmarks?

The promise of Vector128/256 was developers wouldn't need to worry about cross-platform differences

And that's still generally the case

Not from my vantage point. And this isn't about default guidance. We created Vector128 and Vector256 preportedly so that folks could optimize both cases without necessarily being able to test on all platforms. This PR shows that someone who cares about the extra 2x, which if the guidance is to start with a 128 code path and add a 256 code path where beneficial is pretty much anyone who writes that 256 path, is now not going to be satisfied with ARM64 perf, largely the reason these helpers were added. I get that it's complex, and based on previous interactions I'm expecting a large response citing efficiency cores and downclocking and unknown future hardware and so on... that doesn't change the fact that, from where I stand, this isn't living up to the promise if devs need to do what's being done in this PR.

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tannergooding commented Mar 22, 2022

this isn't living up to the promise if devs need to do what's being done in this PR.

This is a scenario specific optimization, not the default for most code.

And even the code in this PR is "suboptimal" for various platforms and we could likely get another 2-4x increase on top of this for a 200-1000 byte payload. Doing that probably isn't worth the investment/effort and long term maintenance required, however.

There is always going to be more perf you can eek out and so its a question of what is a good enough default for users who just want to get good perf without thinking too much into what is the best perf. The xplat helper APIs available from Vector128/256 are for that scenario and allow you to much more easily transition into getting the better perf when and if that becomes relevant for your scenario.

The BCL itself is special in that a lot of scenarios are relevant for a lot of our customers and so we have more places that have these additional micro-optimization paths. There are likewise cases that aren't as important and which don't get the same level of care and micro-optimizing.

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this isn't living up to the promise if devs need to do what's being done in this PR.

This is a scenario specific optimization, not the default for most code.

There's a method for which it was important enough to have both 128-bit and 256-bit code paths (it's implemented today using intrinsics, but I expect the plan is to switch it over to using Vector128<T> and Vector256<T> so that's how I'm thinking about it). The Vector128<T> code path covers all platforms, but the Vector256<T> case isn't providing the extra 2x acceleration on ARM64... so this PR is doing it manually.

Such methods, where a dev wants to get the extra (up to) 2x by supporting 256-bit SIMD, are not niche. And yet we're on a path where the Vector256<T> helpers we've just invested a lot in introducing don't actually solve the cross-platform issue that all of these helpers were meant to solve, even though there are approaches to achieving it as this PR outlines (as you wrote to my asking whether we could do so in the Vector256<T> JIT support, "Yes, but its more work to enable"). The claim has been made repeatedly that we've invested in these types so that a dev doesn't have to think or test as much on ARM64 in order to get the perf benefits. That's a great argument for Vector128<T>, but at present it's not applicable to Vector256<T>. So why have Vector256<T> at all.

And even the code in this PR is "suboptimal" for various platforms and we could likely get another 2-4x increase on top of this for a 200-1000 byte payload. Doing that probably isn't worth the investment/effort and long term maintenance required, however.

What would that investment and maintenance be? 2-4x is huge if IndexOf of all lengths is something we care about.

The BCL itself is special

The core libraries are special because they're used in many different scenarios with many different constraints and requirements. But while it's special in that regard, that doesn't mean it's unique. There are plenty of libraries that fit those same criteria, that don't know how much data will be fed through them and that care about performance. I'm not sure why that's up for debate.

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The Vector128 code path covers all platforms, but the Vector256 case isn't providing the extra 2x acceleration on ARM64... so this PR is doing it manually.

Again, this is a scenario specific optimization and one that when it was put up I immediately called out as having questionable impact on other ARM64 hardware.

Such methods, where a dev wants to get the extra (up to) 2x by supporting 256-bit SIMD, are not niche. And yet we're on a path where the Vector256 helpers we've just invested a lot in introducing don't actually solve the cross-platform issue that all of these helpers were meant to solve, even though there are approaches to achieving it as this PR outlines (as you wrote to my asking whether we could do so in the Vector256 JIT support, "Yes, but its more work to enable"). The claim has been made repeatedly that we've invested in these types so that a dev doesn't have to think or test as much on ARM64 in order to get the perf benefits. That's a great argument for Vector128, but at present it's not applicable to Vector256.

There is a distinct difference between doing 1 op that is hardware accelerated and doing 2 ops where each half is accelerated. Sometimes the latter is better, sometimes its the same, and often its worse. This happens to be a case where the hardware it was tested on shows an improvement, likely because the hardware explicitly supports pipelining the operations in question. This pipelining isn't going to exist on all hardware, nor for all instructions/operations.

The claim has been made repeatedly that we've invested in these types so that a dev doesn't have to think or test as much on ARM64 in order to get the perf benefits. That's a great argument for Vector128, but at present it's not applicable to Vector256.

This remains true. You check IsHardwareAccelerated to determine which of the paths to go down. Vector128<T> is the "common path" applicable to essentially (and only essentially because we've not enabled SIMD for Arm32 yet) every architecture we support today and will support in the future. Other sizes being supported are a bit hit or miss. Today, Vector256 is only supported on x86/x64 based hardware. It is not, however, the only platform to support 256-bit vectors more broadly speaking and so adding a path may light up additional acceleration on other platforms.

So why have Vector256 at all.

The code is setup in the JIT in a way that allows most of the code that supports VectorXXX to be shared. So supporting just Vector128 vs both Vector128 and Vector256 or extending that to support Vector512, 1024, 2048, or almost any other size in the future is negligible overall.

These types and performance oriented paths are applicable to multiple platforms. Not every size will be applicable to "all" platforms except for Vector128, where if SIMD acceleration exists, it can essentially be guaranteed you will end up having Vector128 support (there are a lot of complex and historical reasons for this that aren't worth getting into here).

Even within a single platform/architecture, there can be multiple ISAs and instructions that are used to support a given operation. There can be multiple options available for doing something and rationalizing/keeping track of the "best way" is difficult. This allows most of that logic to be codified in the JIT, so not everyone needs to spend 3-6months (or even several years) learning all the SIMD secrets. Users, for a majority case, don't have to consider things like "I need to do a comparison so I should do Sse.CompareEqual for floats and Sse2.CompareEqual for double/integers but if I'm on hardware from 2007 or later and comparing against Zero I should use Sse41.TestZ but if I'm on Arm64 I want to do AdvSimd.CompareEqual and then do a MaxAcross.

The JIT is able to take care of most of this for you by specializing the helper methods to do the right thing and will do so over time giving users "free perf" in a majority of cases/scenarios; even if you are targeting Vector256 and Vector256 happens to only be support on x86/x64 this is very much still a simplification and vast improvement over what was typically needed to be maintained.

There are then still cases where you have operations that have no good cross-platform representation and cases where you need or want the extra tuning/perf/control and in those cases you have the ability to use entirely the "raw" intrinsics or to use a mix of helpers of and selectively lighting up with the "raw" intrinsics for the cases where you can specialize even more for a given platform/scenario.

What would that investment and maintenance be? 2-4x is huge if IndexOf of all lengths is something we care about.

Code that is several times the length and which does various unsafe tricks/hacks to deal with alignment, to handle loading/storing memory that is just going to repeatedly trash the cache, vectorizing the tail end of the loops rather than falling back to scalar, etc.

2-4x can be big, yes. It can also be relatively nothing and not worthwhile. Going from 60s to 30s is a big deal. Going from 1s to 0.5s probably depends on if its called once, or a lot. Going from 1000ns to 500ns is only going to be a big deal if its called a lot and if that being called a lot represents a bottleneck in your application. Typically things like disk IO, memory access speeds, network latency and the speed of other functions are bigger bottlenecks. The performance benefits of all the work required to get the 2-4x increase is also generally only applicable to larger payloads and so if the inputs are frequently small, the additional perf isn't worth investing in.

The code would be overall harder to understand, less readable, and less maintainable all for something which likely doesn't provide benefit to most users/use-cases. For users which are working with "big data" and where it is a bottleneck, they then have a few options available including finding an existing SIMD library designed to work with "big data" or rolling their own. For them it would be worthwhile to introduce the additional complexity and maintenance costs for their specialized scenario. It does not, IMO, make sense for the entire BCL to go and make all SIMD paths that much more complex for a scenario that isn't the 90% use case.

The core libraries are special because they're used in many different scenarios with many different constraints and requirements. But while it's special in that regard, that doesn't mean it's unique. There are plenty of libraries that fit those same criteria, that don't know how much data will be fed through them and that care about performance. I'm not sure why that's up for debate.

Yes and other special libraries may likewise want to do something a bit more complex.

In .NET 6 we basically had a cliff, you either had "simple scalar logic" or "manually SIMD everything" for all platforms you care about. This was a great place to be in for devs who were familiar with SIMD, you wanted to take advantage and light up support for their scenarios, and put .NET as a thing that could actively compete with C/C++, Rust, and other lowlevel languages that gave you this kind of control. However, being unfamiliar with a platform, not wanting to keep up to date with changes and newer instructions over time, and other factors all played into making this difficult for people who didn't have the right tools/experience to accelerate their own scenarios.

In .NET 7, with the introduction of the cross-platform helpers we now have a nice and accessible ramp. SIMD acceleration is now something that almost anyone can reasonably add to their codebase and they can pick and choose what level is right for them and their code.
Level 0: You have the option of no acceleration ("simple scalar logic")
Level 1: Add general acceleration for all platforms (that the JIT supports SIMD acceleration on) by supporting Vector128
Level 2: Add Vector64 and/or Vector256 support to provide additional lightup or perf on a subset of the platforms that are supported.
Level 3: Using the "raw" intrinsics to do platform or microarchitecture specific optimizations for the "best" performance

Level 1 is a very good place to be in and will itself provide approx 2-16x improvements (depending on the underlying element type) for a lot of code. It will apply to the broadest set of platforms and while it may not give the best performance everywhere, it gives you good performance with relatively little corresponding effort. It will be supported effectively everywhere because 128-bit SIMD support is the standard baseline. The only places it really won't light up is places that don't have any SIMD support (WASM, which is getting SIMD support in the near future) or where the JIT hasn't enabled SIMD support yet (Arm32 and x86 Unix). There is a reasonable expectation here that if you get increased performance on one platform/architecture a similar increase will be visible on all platforms/architectures. Likewise, you can reasonably expect perf to "automagically" increase over time for newer hardware based on the JIT adding support and optimizing for it.

Level 2 is a step up. It starts getting into cases where you need to have more considerations around data sizes, alignments, and that it may not be supported everywhere. Using Vector256<T> can provide approx a 2x improvement over level 1 (a 4-32x improvement over level 0), it can also (depending on hardware) provide no improvement or even worse performance. You start having to consider that an increase on one platform/architecture may not provide an equivalent increase everywhere and so having a more extensive testing/profiling setup starts to become important as does knowing approx what hardware you may be targeting or running against. You can likewise have a reasonable expectation of performance increase over time here.

Level 2 cont. There is then a different variation of what might be considered "level 2" where you also start considering things like pipelining (what this PR is doing). This can likewise provide an approx 2-3x improvement over level 1 but it can also provide no improvement or worse performance. What you get depends on the hardware you are running against and what it supports. For an Alder Lake Power core, it supports "dual dispatch" for most Vector128 and Vector256 instructions (based on publicly available instruction timing info). For an Alder Lake Efficiency core, it supports "triple dispatch" for most Vector128 instructions and "single dispatch" for most Vector256 instructions (based on publicly available instruction timing info). While the efficiency cores support 3x throughput, it will still not typically outperform the 2x throughput of the power cores because it is clocked lower and may have longer instruction latency costs. In the cases where only "single dispatch" exists for a given instruction/port, it may still be pipelinable with a subsequent instruction that executes on a different port and which is not dependent on the previous instruction. For example Add and Shuffle are typically "different paths" in the CPU and so if Shuffle doesn't consume the output of Add, many modern CPUs will allow them to be executed "at the same time", rather than sequentially. In such cases which only have single dispatch, doing the pipelining that this PR is doing is most often strictly "worse" for performance and its better to do the simple thing or just a simple "unroll" rather than "unroll and interleave".

Level 3 is then again a step up where you start getting the best performance by utilizing the "raw intrinsics" and codifying support for individual platforms. In such a scenario you become responsible for everything the JIT was managing for you before. You have to deal with ISA differences, to add support for new hardware as it comes online, to validate that the behavior is correct in the various platform specific edge cases, etc. Most users and most code won't want to be here. It generally requires extensive knowledge and the ability/desire to maintain such code over time. It is still important to have because it provides the baseline on which the other layers are built. It is still important to have because there are users and libraries where having this kind of control is desirable/necessary, but it is ultimately a rare scenario.

There are then some other in betweens involving mixing of helpers and "raw intrinsics" or that get into the complexity of dealing with non-temporal data, dealing with partial SIMD operations, etc.


We are, all in all, in a much better place and I expect that the BCL will use a mix of Level 1 and Level 2 depending on scenario. We have many functions today that are only Level 1 we likewise have some "core functions" (namely many of the Span APIs) that are Level 2 and provide support for V256 or pipelining and other considerations. A lot of high perf libraries will fall into similar camps and some will also fall into Level 3. But, now they have a choice of picking what is correct for them and their scenario based on how much perf is important. Does it not matter, is 4x improvement good enough, etc.

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gfoidl commented Mar 23, 2022

Level 0: You have the option of no acceleration ("simple scalar logic")
Level 1: Add general acceleration for all platforms (that the JIT supports SIMD acceleration on) by supporting Vector128
Level 2: Add Vector64 and/or Vector256 support to provide additional lightup or perf on a subset of the platforms that are supported.
Level 3: Using the "raw" intrinsics to do platform or microarchitecture specific optimizations for the "best" performance

I think this boils it quite down (at least the current state), and from what I see (in the community) this information should be shared, so that lots of confusion can be eliminated beforehands and make .NET not too "confusing".

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this information should be shared,

There is a plan for me to writeup some guidance documentation. Just not an agreement on what that guidance should be.

@EgorBo
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EgorBo commented Mar 28, 2022

Thanks for the write ups and discussions, my 50 cents:

  1. SpanHelpers is a special place that can look ugly, but it should work fast. Nobody complains on code readability for libc memset/memcpy 🙂
  2. IMO dual dispatching of V128 is almost always better than sing on most CPUs and can be considered as a crossplatform default. At least for simple things like SequenceEquals where we only execute two instructions each iteration
  3. Lowering Vector256<> into dual dispatch on arm64 might be indeed a good solution, at least internally for corelib and only for a few operations like Compare, Xor, Or, MoveMask, Ptest as a start - we can even introduce a new property Vector256.IsDualVector128ModeSupported for internal use. I'll try to come up with a quick draft next weekend to estimate the complexity and benefits

@stephentoub
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IMO dual dispatching of V128 is almost always better than sing on most CPUs and can be considered as a crossplatform default. At least for simple things like SequenceEquals where we only execute two instructions each iteration

Lowering Vector256<> into dual dispatch on arm64 might be indeed a good solution, at least internally for corelib and only for a few operations like Compare, Xor, Or, MoveMask, Ptest as a start - we can even introduce a new property Vector256.IsDualVector128ModeSupported for internal use. I'll try to come up with a quick draft next weekend to estimate the complexity and benefits

Thank you.

@EgorBo
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EgorBo commented Apr 1, 2022

I'm going to close this PR and file an issue with some of my findings/reasearch
e.g. I'm going to benchmark various strategies (e.g. 2xV128, 4xV128, 2x2xV128, 2x4xV128 on various inputs on available hw to understand what perf we might miss for various types of inputs)

@EgorBo EgorBo closed this Apr 1, 2022
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