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Rayman
01-10-2008, 10:57 PM
Anybody seen optimized multiply and divide routines in PASM here?

hippy
01-10-2008, 11:04 PM
Not sure if optimised enough for your needs, but from my SpinVM ....




' | $F4 MPY lhs := lhs * rhs
' | $F5 MPY_BIG lhs := lhs ** rhs

' lhsTop:lhsBot := || lhs
' rhsBot := || rhs
' accTop:accBot := 0
'
' while rhs
' if rhs & 1
' accTop:accBot += lhsTop:lhsBot
' lhsTop:lhsBot := lhsTop:lhsBot << 1
' rhs := rhs >> 1

OvrMPY abs lhs,lhs WC ' Sets C if was negative
muxc :signBit,#1

abs rhs,rhs WC ' Sets C if was negative
IF_C xor :signBit,#1

mov :lhsTop,#0
mov :accBot,#0
mov :accTop,#0

:Loop shr rhs,#1 WC, WZ ' if rhs & 1

IF_C add :accTop,:lhsTop ' accTop:accBot += lhsTop:lhsBot
IF_C add :accBot,:lhsBot WC
IF_C add :accTop,#1

shl :lhsBot,#1 WC ' lhsTop:lhsBot := lhsTop:lhsBot << 1
rcl :lhsTop,#1

IF_NZ jmp #:Loop

shr :signBit,#1 WC, NR
IF_C neg :accBot,:accBot WZ
IF_C neg :accTop,:accTop
IF_C_AND_NZ sub :accTop,#1

shr opc,#1 WC, NR
IF_NC mov lhs,:accBot ' MPY
IF_C mov lhs,:accTop ' MPY_BIG

jmp #CommonReturn








' | $F6 DIV lhs := lhs / rhs
' | $F7 MOD lhs := lhs // rhs

OvrDIV abs rhs,rhs WC, WZ ' Sets C if was negative
IF_Z mov lhs,#0
IF_Z jmp #CommonReturn
muxc :signBit,#1

abs lhs,lhs WC ' Sets C if was negative
IF_C xor :signBit,#1

mov acc,#0

mov :count,#1

:ShlLoop and rhs,:k_4000_0000 WZ,NR
IF_Z shl rhs,#1
IF_Z add :count,#1
IF_Z jmp #:ShlLoop

:SubLoop shl acc,#1
cmps lhs,rhs WC, WZ, NR
IF_AE sub lhs,rhs
IF_AE or acc,#1
shr rhs,#1
djnz :count,#:SubLoop

' acc = result
' lhs = remainder

shr opc,#1 WC, NR
IF_NC mov lhs,acc ' DIV

' If sign bit was set we need to negate back

shr :signBit,#1 WC, NR
IF_C neg lhs,lhs

jmp #CommonReturn

:k_4000_0000 long $4000_0000





The multiply is 32x32=64 and can be easily cut-back to 32x32=32 and becomes much simpler ( remove lhs:top and acc:top ). It doesn't have deterministic timing.

Post Edited (hippy) : 1/10/2008 3:09:13 PM GMT

hippy
01-10-2008, 11:45 PM
If this is for your MP3 decoding it may be worthwhile looking at a lookup table for the
multiplication. It doesn't have to be 2^64 entries ( although that's the fastest ) but
could be done by 'quarter squares'. That reduces the size of lookup quite considerably
but I cannot remember by how much; 2^33 ?

I cannot remember the details but it involves turning "ab = a(bČ-aČ)/(b+a) + aČ" into
"ab = qs(a+b) - qs(a-b)" or something like that; a+b would give the lookup table size
of 2^33 as above. qs(n) = nČ/4

Added : details here ... mathworld.wolfram.com/QuarterSquaresRule.html (http://mathworld.wolfram.com/QuarterSquaresRule.html)

You might get some mileage out of dropping down to 16x16, even lower. Although you'll
lose quality at least you may be able to go forward.

Post Edited (hippy) : 1/10/2008 4:02:18 PM GMT

Paul Baker
01-11-2008, 01:25 AM
There is also some routines in Propeller Guts.pdf: http://forums.parallax.com/attachment.php?attachmentid=40588·(this document served as the manual before there was a manual).

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Paul Baker (mailto:pbaker@parallax.com)
Propeller Applications Engineer
[/url][url=http://www.parallax.com] (http://www.parallax.com)
Parallax, Inc. (http://www.parallax.com)

deSilva
01-11-2008, 02:16 AM
Of course also published in deSilva's Machine Language tutorial ..if anyone would read it ... *sigh*

mpark
01-11-2008, 05:28 AM
Maybe more people would read your tutorial if you posted a link every time you mentioned it.

Like so: http://forums.parallax.com/showthread.php?p=668559

See also: Lighting a candle v. cursing the dark.





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Michael Park

PS, BTW, and FYI:
To search the forum, use search.parallax.com (http://search.parallax.com) (do not use the Search button).
Check out the Propeller Wiki: propeller.wikispaces.com/ (http://propeller.wikispaces.com/)

bambino
01-11-2008, 05:51 AM
deSilva,
I have read your tutorial and I apologize for having not commented on how informative it is. In fact, I am in the process of rereading it now, and I shall keep it in favorites!
Maybe you could post a link to it in your signature. That way it will get publicity even when your wrtting about something totally unrelated!

deSilva
01-11-2008, 06:18 AM
Thanks, Bambino! And a good hint, as I MOSTLY write something totally unrelated http://forums.parallax.com/images/smilies/smile.gif
Though assembly code should not be overemphasized. Alas, the full wisdom of this forum is not easy to tap. Reading between some lines, I have the impression that even the much adversized work of our WIKI writers is hardly known. When I read in it from time to time I am always astonished about its comprehensive and to the point information. Great work there!