| File: System\Numerics\Tensors\netcore\TensorPrimitives.PopCount.cs | Web Access |
| Project: src\runtime\src\libraries\System.Numerics.Tensors\src\System.Numerics.Tensors.csproj (System.Numerics.Tensors) |
// Licensed to the .NET Foundation under one or more agreements. // The .NET Foundation licenses this file to you under the MIT license. using System.Diagnostics; using System.Runtime.CompilerServices; using System.Runtime.Intrinsics; using System.Runtime.Intrinsics.Arm; using System.Runtime.Intrinsics.Wasm; namespace System.Numerics.Tensors { public static partial class TensorPrimitives { /// <summary>Computes the population count of all elements in the specified tensor.</summary> /// <param name="x">The tensor, represented as a span.</param> /// <returns>The sum of the number of bits set in each element in <paramref name="x"/>.</returns> public static long PopCount<T>(ReadOnlySpan<T> x) where T : IBinaryInteger<T> { long count = 0; for (int i = 0; i < x.Length; i++) { count += long.CreateTruncating(T.PopCount(x[i])); } return count; } /// <summary>Computes the element-wise population count of numbers in the specified tensor.</summary> /// <param name="x">The tensor, represented as a span.</param> /// <param name="destination">The destination tensor, represented as a span.</param> /// <exception cref="ArgumentException">Destination is too short.</exception> /// <exception cref="ArgumentException"><paramref name="x"/> and <paramref name="destination"/> reference overlapping memory locations and do not begin at the same location.</exception> /// <remarks> /// <para> /// This method effectively computes <c><paramref name="destination" />[i] = T.PopCount(<paramref name="x" />[i])</c>. /// </para> /// </remarks> public static void PopCount<T>(ReadOnlySpan<T> x, Span<T> destination) where T : IBinaryInteger<T> => InvokeSpanIntoSpan<T, PopCountOperator<T>>(x, destination); /// <summary>T.PopCount(x)</summary> private readonly unsafe struct PopCountOperator<T> : IUnaryOperator<T, T> where T : IBinaryInteger<T> { // TODO https://github.com/dotnet/runtime/issues/96162: Use AVX512 popcount operations when available public static bool Vectorizable => // The implementation uses a vectorized version of the BitOperations.PopCount software fallback: // https://github.com/dotnet/runtime/blob/aff061bab1b6d9ccd5731bd16fa8e89ad82ab75a/src/libraries/System.Private.CoreLib/src/System/Numerics/BitOperations.cs#L496-L508 // This relies on 64-bit shifts for sizeof(T) == 8, and such shifts aren't accelerated on today's hardware. // Alternative approaches, such as doing two 32-bit operations and combining them were observed to not // provide any meaningfuls speedup over scalar. So for now, we don't vectorize when sizeof(T) == 8. (sizeof(T) is 1 or 2 or 4) || (AdvSimd.IsSupported && sizeof(T) == 8); public static T Invoke(T x) => T.PopCount(x); [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Vector128<T> Invoke(Vector128<T> x) { if (AdvSimd.IsSupported) { Vector128<byte> cnt = AdvSimd.PopCount(x.AsByte()); if (sizeof(T) == 1) { return cnt.As<byte, T>(); } if (sizeof(T) == 2) { return AdvSimd.AddPairwiseWidening(cnt).As<ushort, T>(); } if (sizeof(T) == 4) { return AdvSimd.AddPairwiseWidening(AdvSimd.AddPairwiseWidening(cnt)).As<uint, T>(); } if (sizeof(T) == 8) { return AdvSimd.AddPairwiseWidening(AdvSimd.AddPairwiseWidening(AdvSimd.AddPairwiseWidening(cnt))).As<ulong, T>(); } } if (sizeof(T) == 1) { if (PackedSimd.IsSupported) { return PackedSimd.PopCount(x.AsByte()).As<byte, T>(); } Vector128<byte> c1 = Vector128.Create((byte)0x55); Vector128<byte> c2 = Vector128.Create((byte)0x33); Vector128<byte> c3 = Vector128.Create((byte)0x0F); // We don't have a per element shuffle for byte on some platforms. // However, we do currently always have a 16-bit shift available and // due to how the algorithm works, we don't need to worry about // any bits that shift into the lower 8-bits from the upper 8-bits. Vector128<byte> tmp = x.AsByte(); tmp -= (x.AsUInt16() >> 1).AsByte() & c1; tmp = (tmp & c2) + ((tmp.AsUInt16() >> 2).AsByte() & c2); return ((tmp + (tmp.AsUInt16() >> 4).AsByte()) & c3).As<byte, T>(); } if (sizeof(T) == 2) { Vector128<ushort> c1 = Vector128.Create((ushort)0x5555); Vector128<ushort> c2 = Vector128.Create((ushort)0x3333); Vector128<ushort> c3 = Vector128.Create((ushort)0x0F0F); Vector128<ushort> c4 = Vector128.Create((ushort)0x0101); Vector128<ushort> tmp = x.AsUInt16(); tmp -= (tmp >> 1) & c1; tmp = (tmp & c2) + ((tmp >> 2) & c2); tmp = (((tmp + (tmp >> 4)) & c3) * c4) >> 8; return tmp.As<ushort, T>(); } Debug.Assert(sizeof(T) == 4); { Vector128<uint> c1 = Vector128.Create(0x55555555u); Vector128<uint> c2 = Vector128.Create(0x33333333u); Vector128<uint> c3 = Vector128.Create(0x0F0F0F0Fu); Vector128<uint> c4 = Vector128.Create(0x01010101u); Vector128<uint> tmp = x.AsUInt32(); tmp -= (tmp >> 1) & c1; tmp = (tmp & c2) + ((tmp >> 2) & c2); tmp = (((tmp + (tmp >> 4)) & c3) * c4) >> 24; return tmp.As<uint, T>(); } } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Vector256<T> Invoke(Vector256<T> x) { if (sizeof(T) == 1) { Vector256<byte> c1 = Vector256.Create((byte)0x55); Vector256<byte> c2 = Vector256.Create((byte)0x33); Vector256<byte> c3 = Vector256.Create((byte)0x0F); // We don't have a per element shuffle for byte on some platforms. // However, we do currently always have a 16-bit shift available and // due to how the algorithm works, we don't need to worry about // any bits that shift into the lower 8-bits from the upper 8-bits. Vector256<byte> tmp = x.AsByte(); tmp -= (x.AsUInt16() >> 1).AsByte() & c1; tmp = (tmp & c2) + ((tmp.AsUInt16() >> 2).AsByte() & c2); return ((tmp + (tmp.AsUInt16() >> 4).AsByte()) & c3).As<byte, T>(); } if (sizeof(T) == 2) { Vector256<ushort> c1 = Vector256.Create((ushort)0x5555); Vector256<ushort> c2 = Vector256.Create((ushort)0x3333); Vector256<ushort> c3 = Vector256.Create((ushort)0x0F0F); Vector256<ushort> c4 = Vector256.Create((ushort)0x0101); Vector256<ushort> tmp = x.AsUInt16(); tmp -= (tmp >> 1) & c1; tmp = (tmp & c2) + ((tmp >> 2) & c2); tmp = (((tmp + (tmp >> 4)) & c3) * c4) >> 8; return tmp.As<ushort, T>(); } Debug.Assert(sizeof(T) == 4); { Vector256<uint> c1 = Vector256.Create(0x55555555u); Vector256<uint> c2 = Vector256.Create(0x33333333u); Vector256<uint> c3 = Vector256.Create(0x0F0F0F0Fu); Vector256<uint> c4 = Vector256.Create(0x01010101u); Vector256<uint> tmp = x.AsUInt32(); tmp -= (tmp >> 1) & c1; tmp = (tmp & c2) + ((tmp >> 2) & c2); tmp = (((tmp + (tmp >> 4)) & c3) * c4) >> 24; return tmp.As<uint, T>(); } } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Vector512<T> Invoke(Vector512<T> x) { if (sizeof(T) == 1) { Vector512<byte> c1 = Vector512.Create((byte)0x55); Vector512<byte> c2 = Vector512.Create((byte)0x33); Vector512<byte> c3 = Vector512.Create((byte)0x0F); // We don't have a per element shuffle for byte on some platforms. // However, we do currently always have a 16-bit shift available and // due to how the algorithm works, we don't need to worry about // any bits that shift into the lower 8-bits from the upper 8-bits. Vector512<byte> tmp = x.AsByte(); tmp -= (x.AsUInt16() >> 1).AsByte() & c1; tmp = (tmp & c2) + ((tmp.AsUInt16() >> 2).AsByte() & c2); return ((tmp + (tmp.AsUInt16() >> 4).AsByte()) & c3).As<byte, T>(); } if (sizeof(T) == 2) { Vector512<ushort> c1 = Vector512.Create((ushort)0x5555); Vector512<ushort> c2 = Vector512.Create((ushort)0x3333); Vector512<ushort> c3 = Vector512.Create((ushort)0x0F0F); Vector512<ushort> c4 = Vector512.Create((ushort)0x0101); Vector512<ushort> tmp = x.AsUInt16(); tmp -= (tmp >> 1) & c1; tmp = (tmp & c2) + ((tmp >> 2) & c2); tmp = (((tmp + (tmp >> 4)) & c3) * c4) >> 8; return tmp.As<ushort, T>(); } Debug.Assert(sizeof(T) == 4); { Vector512<uint> c1 = Vector512.Create(0x55555555u); Vector512<uint> c2 = Vector512.Create(0x33333333u); Vector512<uint> c3 = Vector512.Create(0x0F0F0F0Fu); Vector512<uint> c4 = Vector512.Create(0x01010101u); Vector512<uint> tmp = x.AsUInt32(); tmp -= (tmp >> 1) & c1; tmp = (tmp & c2) + ((tmp >> 2) & c2); tmp = (((tmp + (tmp >> 4)) & c3) * c4) >> 24; return tmp.As<uint, T>(); } } } } }