// Copyright 2019 The Fuchsia Authors // // Use of this source code is governed by a MIT-style // license that can be found in the LICENSE file or at // https://opensource.org/licenses/MIT #include // When the compiler doesn't inline __builtin_popcount{,l}, it calls these. extern "C" int __popcountsi2(uint32_t val); extern "C" int __popcountdi2(uint64_t val); // If the compiler doesn't inline __builtin_popcount % 2 it calls this. extern "C" int __paritydi2(uint64_t val); extern "C" int __popcountsi2(uint32_t val) { // Implement a log2(bits) popcount, with a few tricks to save some // instructions. // // The general idea here is to simply add up the bits in the word in // parallel, storing intermediate results in different bit positions in // the word as we go, and eventually arriving at a sum which is the // popcount of the word. // // For example, consider an 8 bit integer written as // // b7 b6 b5 b4 b3 b2 b1 b0 // // Each of the bits in the word represent a partial sum that, when added // together, produce our result. We can compute... // // ( // b7 b6 b5 b4 b3 b2 b1 b0 & // 0 1 0 1 0 1 0 1 = // 0 b6 0 b4 0 b2 0 b0 // ) + ( // b7 b6 b5 b4 b3 b2 b1 b0 >> 1 = // 0 b7 b6 b5 b4 b3 b2 b1 & // 0 1 0 1 0 1 0 1 = // 0 b7 0 b5 0 b3 0 b1 // ) = // b7+b6 b5+b4 b3+b2 b1+b0 // // And now we have 4 partial sums, each of which takes two bits of // storage instead of one. Repeating this process with appropriate // masks and shifts will eventually give us the answer we are looking // for. After the next step, we will have partial sums which require 3 // bits of storage, but aligned to 4 bit boundaries; so... // // 0 (b7+b6+b5+b4) 0 (b3+b2+b1+b0) // // After the last step, we will get the final sum stored in 4 bits, with // guaranteed 0s for the upper bits. // aligned to ... // // 0 0 0 0 (b7+b6+b5+b4+b3+b2+b1+b0) // // While this is the general idea, it turns out that we only need to // follow this exact process during step #2. For each of the other // steps (there will be 5 for a 32 bit integer) we can shave a few // cycles by taking advantage of some of the particular properties of // each step. See the comments below. constexpr uint32_t mask1 = 0x55555555; constexpr uint32_t mask2 = 0x33333333; constexpr uint32_t mask3 = 0x0F0F0F0F; constexpr uint32_t mult1 = 0x01010101; // Step 1: // While we could compute (val & mask) + ((val >> 1) & mask), we can // actually save one of the mask operations by subtracting instead of // adding. Consider the following truth table... // // In | >>1 | & | - | // X00 | XX0 | X00 | X00 | // X01 | XX0 | X00 | X01 | // X10 | XX1 | X01 | X01 | // X11 | XX1 | X01 | X10 | // val = val - ((val >> 1) & mask1); // Step 2: // This is simply the operation described in the overview, adding a // bunch of 2 bit partials to produce a 3 bit result, but which is // aligned on 4 bit boundaries (where the MSB of each 4 bit nibble is // guaranteed to be 0) val = (val & mask2) + ((val >> 2) & mask2); // Step 3: // Again, we can save a mask operation here. This time, it is because // the we know that all bit positions ((i * 4) + 3) are guaranteed to be // zero. We can simply shift by 4 and add the partial sums. Any // overflow will go into the ((i * 4) + 3) position and not interfere // with any of the other partial sums. val = (val + (val >> 4)) & mask3; // Step 4 + 5: // Finally, we can combine steps 4 and 5 using a multiply. We have 4 // remaining partial sums, each of which is contained in 4 bits and // aligned to 8 bit boundaries (with 4 bits of zero in-between each // sum). Now, we have enough space that if we could perform all 4 sums // at once, we know that the result would fit in (at most) 6 bits, which // easily fits in our 8 bits of space. // // At its heart, multiplying is the equivalent of repeated shifting, and // conditional adding. IOW - if I multiply by 0101b, it is basically // the same as saying "shift X left by 0, then add that to shift X left // by 2" (because bits 0 and bits 2 are the only bits set). // // So, we have, 0x0A0B0C0D, and want to compute (A+B+C+D). Multiplying // our register by 0x01010101 basically does this for us. We are // summing our register shifted left by 0 (A), 8 (B), 16 (C) and 24 (D), // which puts A+B+C+D into the upper 8 bits of the register. The lower // 24 bits are junk, but we know (because of the 0s which separate A-D) // that this junk is not going to overflow into our result. All we need // to do is right shift by 24, and we are done. return (val * mult1) >> 24; } extern "C" int __popcountdi2(uint64_t val) { // See notes above for how this works. The 64 bit version of this is // identical to the 32 bit version, the only difference is that during // the final stage, we use the multiply trick to combine steps 4, 5, and // 6 to sum all 8 4-bit partial sums at once, fitting the result into a // 7 bit value. constexpr uint64_t mask1 = 0x5555555555555555; constexpr uint64_t mask2 = 0x3333333333333333; constexpr uint64_t mask3 = 0x0F0F0F0F0F0F0F0F; constexpr uint64_t mult1 = 0x0101010101010101; val = val - ((val >> 1) & mask1); val = (val & mask2) + ((val >> 2) & mask2); val = (val + (val >> 4)) & mask3; return static_cast((val * mult1) >> 56); } extern "C" int __paritydi2(uint64_t val) { return __popcountdi2(val) % 2; }