I was reading some old game programming books and as some of you might know, back in that day it was usually faster to do bit hacks than do things the standard way. (Convert
GCC 4 does a lot of micro-optimizations now, that GCC 3.4 has never done. GCC4 includes a tree vectorizer that turns out to do a very good job of taking advantage of SSE and MMX. It also uses the GMP and MPFR libraries to assist in optimizing calls to things like sin()
, fabs()
, etc., as well as optimizing such calls to their FPU, SSE or 3D Now! equivalents.
I know the Intel compiler is also extremely good at these kinds of optimizations.
My suggestion is to not worry about micro-optimizations like this - on relatively new hardware (anything built in the last 5 or 6 years), they're almost completely moot.
Edit: On recent CPUs, the FPU's fabs
instruction is far faster than a cast to int
and bit mask, and the fsin
instruction is generally going to be faster than precalculating a table or extrapolating a Taylor series. A lot of the optimizations you would find in, for example, "Tricks of the Game Programming Gurus," are completely moot, and as pointed out in another answer, could potentially be slower than instructions on the FPU and in SSE.
All of this is due to the fact that newer CPUs are pipelined - instructions are decoded and dispatched to fast computation units. Instructions no longer run in terms of clock cycles, and are more sensitive to cache misses and inter-instruction dependencies.
Check the AMD and Intel processor programming manuals for all the gritty details.