📷 A modern, cross-platform, 2D Graphics library for .NET
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// Copyright (c) Six Labors.
// Licensed under the Apache License, Version 2.0.
using System;
using System.Numerics;
using BenchmarkDotNet.Attributes;
namespace SixLabors.ImageSharp.Benchmarks.General
{
/// <summary>
/// Has it any effect on performance to store SIMD constants as static readonly fields? Is it OK to always inline them?
/// Spoiler: the difference seems to be statistically insignificant!
/// </summary>
public class Vector4Constants
{
private static readonly Vector4 A = new Vector4(1.2f);
private static readonly Vector4 B = new Vector4(3.4f);
private static readonly Vector4 C = new Vector4(5.6f);
private static readonly Vector4 D = new Vector4(7.8f);
private Random random;
private Vector4 parameter;
[GlobalSetup]
public void Setup()
{
this.random = new Random(42);
this.parameter = new Vector4(
this.GetRandomFloat(),
this.GetRandomFloat(),
this.GetRandomFloat(),
this.GetRandomFloat());
}
[Benchmark(Baseline = true)]
public Vector4 Static()
{
Vector4 p = this.parameter;
Vector4 x = (p * A / B) + (p * C / D);
Vector4 y = (p / A * B) + (p / C * D);
var z = Vector4.Min(p, A);
var w = Vector4.Max(p, B);
return x + y + z + w;
}
[Benchmark]
public Vector4 Inlined()
{
Vector4 p = this.parameter;
Vector4 x = (p * new Vector4(1.2f) / new Vector4(2.3f)) + (p * new Vector4(4.5f) / new Vector4(6.7f));
Vector4 y = (p / new Vector4(1.2f) * new Vector4(2.3f)) + (p / new Vector4(4.5f) * new Vector4(6.7f));
var z = Vector4.Min(p, new Vector4(1.2f));
var w = Vector4.Max(p, new Vector4(2.3f));
return x + y + z + w;
}
private float GetRandomFloat() => (float)this.random.NextDouble();
}
}