GCC-SH4 tips: Difference between revisions
(Markdown => WikiText) |
No edit summary |
||
Line 12: | Line 12: | ||
<code>mov.l @r1,r1</code> | <code>mov.l @r1,r1</code> | ||
Local variables are faster - it's stack-relative, and | Local variables are faster - it's stack-relative, and '''function parameters are even faster because the first four integers parameters are passed in R4-R7 and first eight floating-point parameters in FR4-FR11'''.<ref>''[https://gcc-renesas.com/manuals/SH-ABI-Specification.html]'', SH ABI(Application Binary Interface) for GCC</ref> | ||
===Write small functions=== | ===Write small functions=== |
Revision as of 19:11, 24 January 2020
These notes is mostly taken from the good advice of all the Dreamcast scholars (Ian Micheal, Moop, MrNeo, and more). The original documents can be found [here.](https://dreamcast.wiki/wiki/images/f/f6/Gcc_asm_sh4_tips.txt)
Dan Potter's GCC-SH4 tips
Use local variables
Global variables are slow - to retrieve the value, the SH4 typically must execute:
mov.l L2,r1
mov.l @r1,r1
Local variables are faster - it's stack-relative, and function parameters are even faster because the first four integers parameters are passed in R4-R7 and first eight floating-point parameters in FR4-FR11.[1]
Write small functions
We've noticed GCC generates very pessimal code when it starts to spill registers, so try to avoid doing too much in one function.
A function which exceeds more than about a hundred lines should be broken into smaller functions.
Use struct copies (instead of copying individual elements of a struct)
GCC and G++ generate code with weak scheduling when copying a struct by individual elements. GCC and G++ generate code with better instruction scheduling when copying a struct via struct assignment.
Division
Using division on the Dreamcast is very costly.
Integer
If you're using integer and want to divide by a power of two, you're better off using bit shifting.
int result = var1 >> 1; //is the same as var1 / 2 but way faster
int result = var1 >> 2; // = var1 / 4
int result = var1 >> 3; // = var1 / 8
Float
If you're using float, transforming your division into a multiplication is also faster. Multiplying takes 3 cycles while division takes around 13 cycles.[2]
float result = var1 * 0.5; // same as / 2 but way faster
float result = var1 * 0.25; // same as / 4 but way faster
float result = var1 * 0.1; // same as / 10 but way faster