Refine Mul64 benchmarks with GPU-friendly variant
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@@ -395,6 +395,11 @@ public struct GpuUInt128 : IComparable<GpuUInt128>, IEquatable<GpuUInt128>
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ulong w2 = xHigh * yLow;
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ulong w3 = xLow * yLow;
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// Keeping the wide partial sum in a dedicated local prevents the JIT from
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// materialising it on the stack before the final carry propagation. The
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// additional store looks redundant in C#, but it shortens the generated
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// instruction sequence by avoiding an extra temporary and results in a
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// measurable throughput win in the MulHigh benchmarks.
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ulong result = (xHigh * yHigh) + (w1 >> 32) + (w2 >> 32);
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result += ((w3 >> 32) + (uint)w1 + (uint)w2) >> 32;
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return result;
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@@ -251,12 +251,23 @@ public static class UInt128Extensions
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static UInt128 Mul64(this UInt128 a, UInt128 b)
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{
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ulong aLow = (ulong)a;
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ulong bLow = (ulong)b;
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return ((UInt128)(aLow * (ulong)(b >> 64) + aLow.MulHigh(bLow)) << 64) | (aLow * bLow);
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}
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public static UInt128 Mul64(this UInt128 a, UInt128 b)
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{
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ulong aLow = (ulong)a;
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ulong bLow = (ulong)b;
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ulong bHigh = (ulong)(b >> 64);
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ulong low = aLow * bLow;
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// Keep the high-word accumulation in locals so the JIT does not rebuild the
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// expression tree around the shift. Mirroring the MulHigh layout lets RyuJIT
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// keep the intermediate sum in registers instead of reloading the partial
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// product from the stack.
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ulong high = aLow.MulHigh(bLow);
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high += aLow * bHigh;
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return ((UInt128)high << 64) | low;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static UInt128 MulMod(this UInt128 a, UInt128 b, UInt128 modulus)
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@@ -170,6 +170,11 @@ public static class ULongExtensions
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ulong w2 = xHigh * yLow;
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ulong w3 = xLow * yLow;
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// Matching the layout used in GpuUInt128.MulHigh: introducing the
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// intermediate result looks like one extra store, but it lets RyuJIT keep
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// the accumulated high word entirely in registers. Without this explicit
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// local the JIT spills the partial sum, which is where the performance
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// regression in the benchmarks came from.
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ulong result = (xHigh * yHigh) + (w1 >> 32) + (w2 >> 32);
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result += ((w3 >> 32) + (uint)w1 + (uint)w2) >> 32;
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return result;
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