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Program.fs
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Program.fs
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open System
open System.Collections.Generic
open FSharp.NativeInterop
open System.Runtime.Intrinsics.X86
open System.Runtime.Intrinsics
open BenchmarkDotNet.Attributes
open BenchmarkDotNet.Running
type BufferState =
| Full
| Partial
| Empty
// Parameters for generating test data
let rng = Random (123)
let maxLevelValue = 100.0
let maxRateValue = 100.0
// How many lookups we will perform in our test
let lookupCount = 10_000
// Maximum length of the arrays
let maxLevelsLength = 100
let maxRatesLength = 100
let maxBufferStateLength = 100
// How many arrays to generate
let levelsCount = 1_000
let maxRatesCount = 1_000
let buffersCount = 1_000
// How many different random Settings to generate
let randomSettingsCount = 1_000
// Function to create an array<float> with random values
let randomFloatArray (rng: Random) maxValue length =
let result = Array.zeroCreate length
for i = 0 to result.Length - 1 do
result.[i] <- maxValue * (rng.NextDouble ())
result
// Function to create an array<BufferState> with random values
let randomBuffersArray (rng: Random) length =
let result = Array.zeroCreate length
for i = 0 to result.Length - 1 do
// The `Next` method is generating values from 0 to 2
// The MaxValue arg used here is exclusive
match rng.Next 3 with
| 0 -> result.[i] <- BufferState.Empty
| 1 -> result.[i] <- BufferState.Full
| 2 -> result.[i] <- BufferState.Partial
| _ -> failwith "Really?"
result
// Generate possible array<float> to be used as the Levels field
let levels =
seq {
for _ in 1 .. levelsCount ->
((rng.Next maxLevelsLength) + 1) // Generate a random length
|> randomFloatArray rng maxLevelValue
} |> Array.ofSeq
// Generate possible array<float> to be used as the MaxRates field
let maxRates =
seq {
for _ in 1 .. maxRatesCount ->
((rng.Next maxRatesLength) + 1) // Generate a random length
|> randomFloatArray rng maxRateValue
} |> Array.ofSeq
// Generate possible array<BufferState> to be used as the BufferStates field
let buffers =
seq {
for _ in 1 .. buffersCount ->
((rng.Next maxRatesLength) + 1)
|> randomBuffersArray rng
} |> Array.ofSeq
// We want to make sure that all of our versions of the Settings type
// have the same underlying data to hash and compare. This means we
// need to compute the indices for the underlying data and use them
// for all the versions of the Settings type we create.
let valueIndexes =
seq {
for _ in 1 .. randomSettingsCount ->
{|
LevelsIdx = rng.Next (0, levels.Length)
MaxRatesIdx = rng.Next (0, maxRates.Length)
BufferStatesIdx = rng.Next (0, buffers.Length)
|}
} |> Array.ofSeq
// These will be the indices for deciding which Settings values we
// will look up in each of the dictionary. We want to ensure we are
// looking up equivalent data in all the tests.
let testIndexes =
seq {
for _ in 1 .. lookupCount ->
rng.Next (0, randomSettingsCount)
} |> Array.ofSeq
// Types and data for the default F# behavior
module Default =
type Settings =
{
Levels : array<float>
MaxRates : array<float>
Buffers : array<BufferState>
}
// We now generate the random Settings we will be using
let settings =
seq {
for vi in valueIndexes ->
{
Levels = levels.[vi.LevelsIdx]
MaxRates = maxRates.[vi.MaxRatesIdx]
Buffers = buffers.[vi.BufferStatesIdx]
}
} |> Array.ofSeq
// The values we will test looking up in a Dictionary
let settingsKeys =
testIndexes
|> Array.map (fun idx -> settings.[idx])
// Create the dictionary for looking up Settings
let settingsDictionary =
settings
|> Array.mapi (fun i settings -> KeyValuePair (settings, i))
|> Dictionary
// Types and data for the Simple overrides
module Simple =
[<CustomEquality; NoComparison>]
type Settings =
{
Levels : array<float>
MaxRates : array<float>
Buffers : array<BufferState>
}
override this.Equals b =
match b with
| :? Settings as other ->
this.Levels = other.Levels
&& this.MaxRates = other.MaxRates
&& this.Buffers = other.Buffers
| _ -> false
override this.GetHashCode () =
hash (this.Levels, this.MaxRates, this.Buffers)
// We now generate the random SimpleSettings we will be using
let settings =
seq {
for vi in valueIndexes ->
{
Levels = levels.[vi.LevelsIdx]
MaxRates = maxRates.[vi.MaxRatesIdx]
Buffers = buffers.[vi.BufferStatesIdx]
}
} |> Array.ofSeq
// The values we will test looking up in a Dictionary
let settingsKeys =
testIndexes
|> Array.map (fun idx -> settings.[idx])
// Create the dictionary for looking up Settings
let settingsDictionary =
settings
|> Array.mapi (fun i settings -> KeyValuePair (settings, i))
|> Dictionary
module FloatHash =
let inline HashCombine nr x y = (x <<< 1) + y + 631 * nr
let HashFloatArray (x: array<float>) : int =
let len = x.Length
let mutable i = len - 1
let mutable acc = 0
while (i >= 0) do
acc <- HashCombine i acc (int x.[i])
i <- i - 1
acc
[<CustomEquality; NoComparison>]
type Settings =
{
Levels : array<float>
MaxRates : array<float>
Buffers : array<BufferState>
}
override this.Equals b =
match b with
| :? Settings as other ->
this.Levels = other.Levels
&& this.MaxRates = other.MaxRates
&& this.Buffers = other.Buffers
| _ -> false
override this.GetHashCode () =
let levelsHash = HashFloatArray this.Levels
let maxRatesHash = HashFloatArray this.MaxRates
let buffersHash = this.Buffers.GetHashCode()
hash (levelsHash, maxRatesHash, buffersHash)
// We now generate the random SimpleSettings we will be using
let settings =
seq {
for vi in valueIndexes ->
{
Levels = levels.[vi.LevelsIdx]
MaxRates = maxRates.[vi.MaxRatesIdx]
Buffers = buffers.[vi.BufferStatesIdx]
}
} |> Array.ofSeq
// The values we will test looking up in a Dictionary
let settingsKeys =
testIndexes
|> Array.map (fun idx -> settings.[idx])
// Create the dictionary for looking up Settings
let settingsDictionary =
settings
|> Array.mapi (fun i settings -> KeyValuePair (settings, i))
|> Dictionary
module FloatHashShort =
let defaultHashNodes = 18
let inline HashCombine nr x y = (x <<< 1) + y + 631 * nr
let HashFloatArray (x: array<float>) : int =
let len = x.Length
let mutable i = len - 1
if i > defaultHashNodes then i <- defaultHashNodes // limit the hash
let mutable acc = 0
while (i >= 0) do
acc <- HashCombine i acc (int x.[i])
i <- i - 1
acc
[<CustomEquality; NoComparison>]
type Settings =
{
Levels : array<float>
MaxRates : array<float>
Buffers : array<BufferState>
}
override this.Equals b =
match b with
| :? Settings as other ->
this.Levels = other.Levels
&& this.MaxRates = other.MaxRates
&& this.Buffers = other.Buffers
| _ -> false
override this.GetHashCode () =
let levelsHash = HashFloatArray this.Levels
let maxRatesHash = HashFloatArray this.MaxRates
let buffersHash = this.Buffers.GetHashCode()
hash (levelsHash, maxRatesHash, buffersHash)
// We now generate the random SimpleSettings we will be using
let settings =
seq {
for vi in valueIndexes ->
{
Levels = levels.[vi.LevelsIdx]
MaxRates = maxRates.[vi.MaxRatesIdx]
Buffers = buffers.[vi.BufferStatesIdx]
}
} |> Array.ofSeq
// The values we will test looking up in a Dictionary
let settingsKeys =
testIndexes
|> Array.map (fun idx -> settings.[idx])
// Create the dictionary for looking up Settings
let settingsDictionary =
settings
|> Array.mapi (fun i settings -> KeyValuePair (settings, i))
|> Dictionary
module ArrayEquals =
let defaultHashNodes = 18
let inline HashCombine nr x y = (x <<< 1) + y + 631 * nr
let HashFloatArray (x: array<float>) : int =
let len = x.Length
let mutable i = len - 1
if i > defaultHashNodes then i <- defaultHashNodes // limit the hash
let mutable acc = 0
while (i >= 0) do
acc <- HashCombine i acc (int x.[i])
i <- i - 1
acc
let FloatArrayEquals (a: array<float>) (b: array<float>) =
if a.Length <> b.Length then
invalidArg (nameof b) "Cannot check equality on arrays of different lengths"
let mutable idx = 0
let mutable result = true
// Use a while loop to create better assembly
while idx < a.Length && result do
if a.[idx] <> b.[idx] then
result <- false
idx <- idx + 1
result
[<CustomEquality; NoComparison>]
type Settings =
{
Levels : array<float>
MaxRates : array<float>
Buffers : array<BufferState>
}
override this.Equals b =
match b with
| :? Settings as other ->
(FloatArrayEquals this.Levels other.Levels)
&& (FloatArrayEquals this.MaxRates other.MaxRates)
&& this.Buffers = other.Buffers
| _ -> false
override this.GetHashCode () =
let levelsHash = HashFloatArray this.Levels
let maxRatesHash = HashFloatArray this.MaxRates
let buffersHash = this.Buffers.GetHashCode()
hash (levelsHash, maxRatesHash, buffersHash)
// We now generate the random SimpleSettings we will be using
let settings =
seq {
for vi in valueIndexes ->
{
Levels = levels.[vi.LevelsIdx]
MaxRates = maxRates.[vi.MaxRatesIdx]
Buffers = buffers.[vi.BufferStatesIdx]
}
} |> Array.ofSeq
// The values we will test looking up in a Dictionary
let settingsKeys =
testIndexes
|> Array.map (fun idx -> settings.[idx])
// Create the dictionary for looking up Settings
let settingsDictionary =
settings
|> Array.mapi (fun i settings -> KeyValuePair (settings, i))
|> Dictionary
module SseFloatArrayEquals =
let defaultHashNodes = 18
let inline HashCombine nr x y = (x <<< 1) + y + 631 * nr
let HashFloatArray (x: array<float>) : int =
let len = x.Length
let mutable i = len - 1
if i > defaultHashNodes then i <- defaultHashNodes // limit the hash
let mutable acc = 0
while (i >= 0) do
acc <- HashCombine i acc (int x.[i])
i <- i - 1
acc
let equals (a: array<float>) (b: array<float>) =
if a.Length <> b.Length then
invalidArg (nameof b) "Cannot check equality on arrays of different lengths"
let mutable result = true
let mutable idx = 0
let lastBlockIdx = a.Length - (a.Length % Vector128<float>.Count)
use aPointer = fixed a
use bPointer = fixed b
while idx < lastBlockIdx && result do
let aVector = Sse2.LoadVector128 (NativePtr.add aPointer idx)
let bVector = Sse2.LoadVector128 (NativePtr.add bPointer idx)
let comparison = Sse2.CompareEqual (aVector, bVector)
let mask = Sse2.MoveMask comparison
result <- (mask = 3)
idx <- idx + Vector128<float>.Count
while idx < a.Length && result do
if a.[idx] <> b.[idx] then
result <- false
idx <- idx + 1
result
[<CustomEquality; NoComparison>]
type Settings =
{
Levels : array<float>
MaxRates : array<float>
Buffers : array<BufferState>
}
override this.Equals b =
match b with
| :? Settings as other ->
(equals this.Levels other.Levels)
&& (equals this.MaxRates other.MaxRates)
&& this.Buffers = other.Buffers
| _ -> false
override this.GetHashCode () =
let levelsHash = HashFloatArray this.Levels
let maxRatesHash = HashFloatArray this.MaxRates
let buffersHash = this.Buffers.GetHashCode()
hash (levelsHash, maxRatesHash, buffersHash)
// We now generate the random SimpleSettings we will be using
let settings =
seq {
for vi in valueIndexes ->
{
Levels = levels.[vi.LevelsIdx]
MaxRates = maxRates.[vi.MaxRatesIdx]
Buffers = buffers.[vi.BufferStatesIdx]
}
} |> Array.ofSeq
// The values we will test looking up in a Dictionary
let settingsKeys =
testIndexes
|> Array.map (fun idx -> settings.[idx])
// Create the dictionary for looking up Settings
let settingsDictionary =
settings
|> Array.mapi (fun i settings -> KeyValuePair (settings, i))
|> Dictionary
module SseByteArrayEquals =
let private defaultHashNodes = 18
let inline HashCombine nr x y = (x <<< 1) + y + 631 * nr
let private HashFloatArray (x: array<float>) : int =
let len = x.Length
let mutable i = len - 1
if i > defaultHashNodes then i <- defaultHashNodes // limit the hash
let mutable acc = 0
while (i >= 0) do
acc <- HashCombine i acc (int x.[i])
i <- i - 1
acc
let private equals<'T when 'T : unmanaged> (a: array<'T>) (b: array<'T>) =
if a.Length <> b.Length then
invalidArg (nameof b) "Cannot perform equals on arrays of different lengths"
let len = a.Length * sizeof<'T> / sizeof<byte>
let mutable result = true
let mutable idx = 0
let lastBlockIdx = len - (len % Vector128<byte>.Count)
use pointerA = fixed a
use pointerB = fixed b
let bytePointerA = pointerA |> NativePtr.toNativeInt |> NativePtr.ofNativeInt<byte>
let bytePointerB = pointerB |> NativePtr.toNativeInt |> NativePtr.ofNativeInt<byte>
while idx <lastBlockIdx && result do
let aVector = Sse2.LoadVector128 (NativePtr.add bytePointerA idx)
let bVector = Sse2.LoadVector128 (NativePtr.add bytePointerB idx)
let comparison = Sse2.CompareEqual (aVector, bVector)
let mask = Sse2.MoveMask (comparison)
result <- (mask = 65535)
idx <- idx + Vector128<byte>.Count
while idx < len && result do
result <- ((NativePtr.get bytePointerA idx) = (NativePtr.get bytePointerB idx))
idx <- idx + 1
result
[<Struct>]
type BufferStateStruct =
| Full
| Partial
| Empty
[<CustomEquality; NoComparison>]
type Settings =
{
Levels : array<float>
MaxRates : array<float>
Buffers : array<BufferStateStruct>
}
override this.Equals b =
match b with
| :? Settings as other ->
(equals this.Levels other.Levels)
&& (equals this.MaxRates other.MaxRates)
&& (equals this.Buffers other.Buffers)
| _ -> false
override this.GetHashCode () =
let levelsHash = HashFloatArray this.Levels
let maxRatesHash = HashFloatArray this.MaxRates
let buffersHash = this.Buffers.GetHashCode()
hash (levelsHash, maxRatesHash, buffersHash)
let buffers =
buffers
|> Array.map (fun x ->
x
|> Array.map (fun b ->
match b with
| BufferState.Empty -> BufferStateStruct.Empty
| BufferState.Full -> BufferStateStruct.Full
| BufferState.Partial -> BufferStateStruct.Partial
)
)
// We now generate the random SimpleSettings we will be using
let settings =
seq {
for vi in valueIndexes ->
{
Levels = levels.[vi.LevelsIdx]
MaxRates = maxRates.[vi.MaxRatesIdx]
Buffers = buffers.[vi.BufferStatesIdx]
}
} |> Array.ofSeq
// The values we will test looking up in a Dictionary
let settingsKeys =
testIndexes
|> Array.map (fun idx -> settings.[idx])
// Create the dictionary for looking up Settings
let settingsDictionary =
settings
|> Array.mapi (fun i settings -> KeyValuePair (settings, i))
|> Dictionary
// Type to contain our performance tests
type Benchmarks () =
[<Benchmark>]
member _.Default () =
let mutable idx = 0
let mutable result = 0
while idx < Default.settingsKeys.Length do
let testKey = Default.settingsKeys.[idx]
result <- Default.settingsDictionary.[testKey]
idx <- idx + 1
result
[<Benchmark>]
member _.Simple () =
let mutable idx = 0
let mutable result = 0
while idx < Simple.settingsKeys.Length do
let testKey = Simple.settingsKeys.[idx]
result <- Simple.settingsDictionary.[testKey]
idx <- idx + 1
result
[<Benchmark>]
member _.FloatHash () =
let mutable idx = 0
let mutable result = 0
while idx < FloatHash.settingsKeys.Length do
let testKey = FloatHash.settingsKeys.[idx]
result <- FloatHash.settingsDictionary.[testKey]
idx <- idx + 1
result
[<Benchmark>]
member _.FloatHashShort () =
let mutable idx = 0
let mutable result = 0
while idx < FloatHashShort.settingsKeys.Length do
let testKey = FloatHashShort.settingsKeys.[idx]
result <- FloatHashShort.settingsDictionary.[testKey]
idx <- idx + 1
result
[<Benchmark>]
member _.ArrayEquals () =
let mutable idx = 0
let mutable result = 0
while idx < ArrayEquals.settingsKeys.Length do
let testKey = ArrayEquals.settingsKeys.[idx]
result <- ArrayEquals.settingsDictionary.[testKey]
idx <- idx + 1
result
[<Benchmark>]
member _.SseFloatArrayEquals () =
let mutable idx = 0
let mutable result = 0
while idx < SseFloatArrayEquals.settingsKeys.Length do
let testKey = SseFloatArrayEquals.settingsKeys.[idx]
result <- SseFloatArrayEquals.settingsDictionary.[testKey]
idx <- idx + 1
result
[<Benchmark>]
member _.SseByteArrayEquals () =
let mutable idx = 0
let mutable result = 0
while idx < SseByteArrayEquals.settingsKeys.Length do
let testKey = SseByteArrayEquals.settingsKeys.[idx]
result <- SseByteArrayEquals.settingsDictionary.[testKey]
idx <- idx + 1
result
[<EntryPoint>]
let main argv =
let summary = BenchmarkRunner.Run<Benchmarks>()
// let x = Benchmarks()
// x.AvxByteArrayEquals()
0