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Basic SSE Operation

Started by Farabi, January 03, 2013, 06:23:28 PM

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Farabi



fsmVecSub proc uses esi edi lpVDest:dword,lpVA:dword,lpVB:dword

mov esi,lpVA
mov edi,lpVB
mov eax,lpVDest

movups xmm0,[esi]
movups xmm1,[edi]
subps xmm0,xmm1
movups [eax],xmm0


ret
fsmVecSub endp

fsmVecAdd proc uses esi edi lpVDest:dword,lpVA:dword,lpVB:dword

mov esi,lpVA
mov edi,lpVB
mov eax,lpVDest

movups xmm0,[esi]
movups xmm1,[edi]
addps xmm0,xmm1
movups [eax],xmm0


ret
fsmVecAdd endp

fsmVecMul proc uses esi edi lpVDest:dword,lpVA:dword,lpVB:dword

mov esi,lpVA
mov edi,lpVB
mov eax,lpVDest

movups xmm0,[esi]
movups xmm1,[edi]
mulps xmm0,xmm1
movups [eax],xmm0


ret
fsmVecMul endp


Im sorry for wasting your time, but can anyone do timing for this function for me. It seems I messed up my timer code and it always yield -1 result. I want to know how many microseconds it achieved on 100 milions loops. It should be about half seconds.
http://farabidatacenter.url.ph/MySoftware/
My 3D Game Engine Demo.

Contact me at Whatsapp: 6283818314165

dedndave

as always, you can get Michael Webster's timers.asm in the first thread of the laboratory
;###############################################################################################

        .XCREF
        .NoList
        INCLUDE    \Masm32\Include\Masm32rt.inc
        .686p
        .MMX
        .XMM
        INCLUDE    \Masm32\Macros\Timers.asm
        .List

;###############################################################################################

Loop_Count = 10000  ;adjust the loop count so that each pass takes about 0.5 seconds

;###############################################################################################

        .DATA

;***********************************************************************************************

        .DATA?

;###############################################################################################

        .CODE

;***********************************************************************************************

_main   PROC

        INVOKE  GetCurrentProcess
        INVOKE  SetProcessAffinityMask,eax,1
        INVOKE  Sleep,750

        mov     ecx,5

Loop00: push    ecx

        counter_begin Loop_Count,HIGH_PRIORITY_CLASS

;put your code to be timed here

        counter_end

        print   str$(eax),32
        pop     ecx
        dec     ecx
        jnz     Loop00

        print   chr$(13,10)
        inkey
        INVOKE  ExitProcess,0

_main   ENDP

;###############################################################################################

        END     _main

Farabi

I did, but each time I used mul eax, the timer is error and return -1.
http://farabidatacenter.url.ph/MySoftware/
My 3D Game Engine Demo.

Contact me at Whatsapp: 6283818314165

Farabi

Based on my timing it took half a second for 100 milions loop. Multiply it by 8 it reached almost 1 GFlops per second. Not bad. Making a 3D software raytracer should be posible.
http://farabidatacenter.url.ph/MySoftware/
My 3D Game Engine Demo.

Contact me at Whatsapp: 6283818314165