I am looking for a fast way to calculate the dot product of vectors with 3 or 4 components. I tried several things, but most examples online use an array of floats while our
To get the best out of AVX intrinsics, you have to think in a different dimension. Instead of doing one dot product, do 8 dot products in a single go.
Look up the difference between SoA and AoS. If your vectors are in SoA (structures of arrays) format, your data looks like this in memory:
// eight 3d vectors, called a.
float ax[8];
float ay[8];
float az[8];
// eight 3d vectors, called b.
float bx[8];
float by[8];
float bz[8];
Then to multiply all 8 a vectors with all 8 b vectors, you use three simd multiplications, one for each of x,y,z.
For dot, you still need to add afterwards, of course, which is a little trickier. But multiplication, subtraction, addition of vectors, using SoA is pretty easy, and really fast. When AVX-512 is available, you can do 16 3d vector multiplications in just 3 instructions.
Algebraically, efficient SIMD looks almost identical to scalar code. So the right way to do the dot product is to operate on four float vectors at once for SEE (eight with AVX).
Consider constructing your code like this
#include <x86intrin.h>
struct float4 {
__m128 xmm;
float4 () {};
float4 (__m128 const & x) { xmm = x; }
float4 & operator = (__m128 const & x) { xmm = x; return *this; }
float4 & load(float const * p) { xmm = _mm_loadu_ps(p); return *this; }
operator __m128() const { return xmm; }
};
static inline float4 operator + (float4 const & a, float4 const & b) {
return _mm_add_ps(a, b);
}
static inline float4 operator * (float4 const & a, float4 const & b) {
return _mm_mul_ps(a, b);
}
struct block3 {
float4 x, y, z;
};
struct block4 {
float4 x, y, z, w;
};
static inline float4 dot(block3 const & a, block3 const & b) {
return a.x*b.x + a.y*b.y + a.z*b.z;
}
static inline float4 dot(block4 const & a, block4 const & b) {
return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w;
}
Notice that the last two functions look almost identical to your scalar dot function except that float becomes float4 and float4 becomes block3 or block4. This will do the dot product most efficiently.