In another thread, I was told that a switch
may be better than a lookup table in terms of speed and compactness.
So I\'d like to understand the
As I was the original author of the comment, I have to add a very important issue you did not mention in your question. That is, the original was about an embedded system. Presuming this is a typical bare-metal system with integrated Flash, there are very important differences from a PC on which I will concentrate.
Such embedded systems typically have the following constraints.
For e.g. the STM32F4xx a read takes 6 clocks at 150MHz/3.3V for 128 bits (4 words). So if a data-access is required, chances are good it adds more than 12 clocks delay for all data to be fetched (there are additional cycles involved).
Presuming compact state-codes, for the actual problem, this has the following effects on this architecture (Cortex-M4):
Also note that the switch
does not need functions, thus the compiler can fully optimise the code. This is not possible for a lookup table. At least code for function entry/exit is not required.
Due to the aforementioned and other factors, an estimate is hard to tell. It heavily depends on your platform and the code structure. But assuming the system given above, the switch is very likely faster (and clearer, btw.).
On the Microchip dsPIC family of devices a look-up table is stored as a set of instruction addresses in the Flash itself. Performing the look-up involves reading the address from the Flash then calling the routine. Making the call adds another handful of cycles to push the instruction pointer and other bits and bobs (e.g. setting the stack frame) of housekeeping.
For example, on the dsPIC33E512MU810, using XC16 (v1.24) the look-up code:
lookUpTable[state]();
Compiles to (from the disassembly window in MPLAB-X):
! lookUpTable[state]();
0x2D20: MOV [W14], W4 ; get state from stack-frame (not counted)
0x2D22: ADD W4, W4, W5 ; 1 cycle (addresses are 16 bit aligned)
0x2D24: MOV #0xA238, W4 ; 1 cycle (get base address of look-up table)
0x2D26: ADD W5, W4, W4 ; 1 cycle (get address of entry in table)
0x2D28: MOV [W4], W4 ; 1 cycle (get address of the function)
0x2D2A: CALL W4 ; 2 cycles (push PC+2 set PC=W4)
... and each (empty, do-nothing) function compiles to:
!static void func1()
!{}
0x2D0A: LNK #0x0 ; 1 cycle (set up stack frame)
! Function body goes here
0x2D0C: ULNK ; 1 cycle (un-link frame pointer)
0x2D0E: RETURN ; 3 cycles
This is a total of 11 instruction cycles of overhead for any of the cases, and they all take the same. (Note: If either the table or the functions it contains are not in the same 32K program word Flash page, there will be an even greater overhead due to having to get the Address Generation Unit to read from the correct page, or to set up the PC to make a long call.)
On the other hand, providing that the whole switch statement fits within a certain size, the compiler will generate code that does a test and relative branch as two instructions per case taking three (or possibly four) cycles per case up to the one that's true.
For example, the switch statement:
switch(state)
{
case FUNC1: state++; break;
case FUNC2: state--; break;
default: break;
}
Compiles to:
! switch(state)
0x2D2C: MOV [W14], W4 ; get state from stack-frame (not counted)
0x2D2E: SUB W4, #0x0, [W15] ; 1 cycle (compare with first case)
0x2D30: BRA Z, 0x2D38 ; 1 cycle (if branch not taken, or 2 if it is)
0x2D32: SUB W4, #0x1, [W15] ; 1 cycle (compare with second case)
0x2D34: BRA Z, 0x2D3C ; 1 cycle (if branch not taken, or 2 if it is)
! {
! case FUNC1: state++; break;
0x2D38: INC [W14], [W14] ; To stop the switch being optimised out
0x2D3A: BRA 0x2D40 ; 2 cycles (go to end of switch)
! case FUNC2: state--; break;
0x2D3C: DEC [W14], [W14] ; To stop the switch being optimised out
0x2D3E: NOP ; compiler did a fall-through (for some reason)
! default: break;
0x2D36: BRA 0x2D40 ; 2 cycles (go to end of switch)
! }
This is an overhead of 5 cycles if the first case is taken, 7 if the second case is taken, etc., meaning they break even on the fourth case.
This means that knowing your data at design time will have a significant influence on the long-term speed. If you have a significant number (more than about 4 cases) and they all occur with similar frequency then a look-up table will be quicker in the long run. If the frequency of the cases is significantly different (e.g. case 1 is more likely than case 2, which is more likely than case 3, etc.) then, if you order the switch with the most likely case first, then the switch will be faster in the long run. For the edge case when you only have a few cases the switch will (probably) be faster anyway for most executions and is more readable and less error prone.
If there are only a few cases in the switch, or some cases will occur more often than others, then doing the test and branch of the switch will probably take fewer cycles than using a look-up table. On the other hand, if you have more than a handful of cases of that occur with similar frequency then the look-up will probably end up being faster on average.
Tip: Go with the switch unless you know the look-up will definitely be faster and the time it takes to run is important.
Edit: My switch example is a little unfair, as I've ignored the original question and in-lined the 'body' of the cases to highlight the real advantage of using a switch over a look-up. If the switch has to do the call as well then it only has the advantage for the first case!
msc's answer and the comments give you good hints as to why performance may not be what you expect. Benchmarking is the rule, but results will vary from one architecture to another, and may change with other versions of the compiler and of course its configuration and options selected.
Note however that your 2 pieces of code do not perform the same validation on state
:
state
is not one of the defined values,FUNC1
and FUNC2
.There is no generic way to initialize the jump table with dummy function pointers without making assumptions on FUNC_COUNT
. Do get the same behavior, the jump table version should look like this:
void fsm(int state) {
if (state >= 0 && state < FUNC_COUNT && lookUpTable[state] != NULL)
lookUpTable[state]();
}
Try benchmarking this and inspect the assembly code. Here is a handy online compiler for this: http://gcc.godbolt.org/#
To have even more compiler outputs, here what is produced by the TI C28x compiler using @PeterCordes sample code:
_fsm_switch:
CMPB AL,#0 ; [CPU_] |62|
BF $C$L3,EQ ; [CPU_] |62|
; branchcc occurs ; [] |62|
CMPB AL,#1 ; [CPU_] |62|
BF $C$L2,EQ ; [CPU_] |62|
; branchcc occurs ; [] |62|
CMPB AL,#2 ; [CPU_] |62|
BF $C$L1,EQ ; [CPU_] |62|
; branchcc occurs ; [] |62|
CMPB AL,#3 ; [CPU_] |62|
BF $C$L4,NEQ ; [CPU_] |62|
; branchcc occurs ; [] |62|
LCR #_func3 ; [CPU_] |66|
; call occurs [#_func3] ; [] |66|
B $C$L4,UNC ; [CPU_] |66|
; branch occurs ; [] |66|
$C$L1:
LCR #_func2 ; [CPU_] |65|
; call occurs [#_func2] ; [] |65|
B $C$L4,UNC ; [CPU_] |65|
; branch occurs ; [] |65|
$C$L2:
LCR #_func1 ; [CPU_] |64|
; call occurs [#_func1] ; [] |64|
B $C$L4,UNC ; [CPU_] |64|
; branch occurs ; [] |64|
$C$L3:
LCR #_func0 ; [CPU_] |63|
; call occurs [#_func0] ; [] |63|
$C$L4:
LCR #_prevent_tailcall ; [CPU_] |69|
; call occurs [#_prevent_tailcall] ; [] |69|
LRETR ; [CPU_]
; return occurs ; []
_fsm_lut:
;* AL assigned to _state
CMPB AL,#4 ; [CPU_] |84|
BF $C$L5,HIS ; [CPU_] |84|
; branchcc occurs ; [] |84|
CLRC SXM ; [CPU_]
MOVL XAR4,#_lookUpTable ; [CPU_U] |85|
MOV ACC,AL << 1 ; [CPU_] |85|
ADDL XAR4,ACC ; [CPU_] |85|
MOVL XAR7,*+XAR4[0] ; [CPU_] |85|
LCR *XAR7 ; [CPU_] |85|
; call occurs [XAR7] ; [] |85|
$C$L5:
LCR #_prevent_tailcall ; [CPU_] |88|
; call occurs [#_prevent_tailcall] ; [] |88|
LRETR ; [CPU_]
; return occurs ; []
I also used -O2 optimizations. We can see that the switch is not converted into a jump table even if the compiler has the ability.
Using a LUT of function pointers forces the compiler to use that strategy. It could in theory compile the switch version to essentially the same code as the LUT version (now that you've added out-of-bounds checks to both). In practice, that's not what gcc or clang choose to do, so it's worth looking at the asm output to see what happened.
(update: gcc -fpie
(on by default on most modern Linux distros) likes to make tables of relative offsets, instead of absolute function pointers, so the rodata is position-independent, too. GCC Jump Table initialization code generating movsxd and add?. This could be a missed-optimization, see my answer there for links to gcc bug reports. Manually creating an array of function pointers could work around that.)
I put the code on the Godbolt compiler explorer with both functions in one compilation unit (with gcc and clang output), to see how it actually compiled. I expanded the functions a bit so it wasn't just two cases.
void fsm_switch(int state) {
switch(state) {
case FUNC0: func0(); break;
case FUNC1: func1(); break;
case FUNC2: func2(); break;
case FUNC3: func3(); break;
default: ;// Error handling
}
//prevent_tailcall();
}
void fsm_lut(state_e state) {
if (likely(state < FUNC_COUNT)) // without likely(), gcc puts the LUT on the taken side of this branch
lookUpTable[state]();
else
;// Error handling
//prevent_tailcall();
}
See also How do the likely() and unlikely() macros in the Linux kernel work and what is their benefit?
On x86, clang makes its own LUT for the switch, but the entries are pointers to within the function, not the final function pointers. So for clang-3.7, the switch happens to compile to code that is strictly worse than the manually-implemented LUT. Either way, x86 CPUs tend to have branch prediction that can handle indirect calls / jumps, at least if they're easy to predict.
GCC uses a sequence of conditional branches (but unfortunately doesn't tail-call directly with conditional branches, which AFAICT is safe on x86. It checks 1, <1, 2, 3, in that order, with mostly not-taken branches until it finds a match.
They make essentially identical code for the LUT: bounds check, zero the upper 32-bit of the arg register with a mov
, and then a memory-indirect jump with an indexed addressing mode.
gcc 4.8.2 with -mcpu=cortex-m4 -O2
makes interesting code.
As Olaf said, it makes an inline table of 1B entries. It doesn't jump directly to the target function, but instead to a normal jump instruction (like b func3
). This is a normal unconditional jump, since it's a tail-call.
Each table destination entry needs significantly more code (Godbolt) if fsm_switch
does anything after the call (like in this case a non-inline function call, if void prevent_tailcall(void);
is declared but not defined), or if this is inlined into a larger function.
@@ With void prevent_tailcall(void){} defined so it can inline:
@@ Unlike in the godbolt link, this is doing tailcalls.
fsm_switch:
cmp r0, #3 @ state,
bhi .L5 @
tbb [pc, r0] @ state
@@ There's no section .rodata directive here: the table is in-line with the code, so there's no need for base pointer to be loaded into a reg. And apparently it's even loaded from I-cache, not D-cache
.byte (.L7-.L8)/2
.byte (.L9-.L8)/2
.byte (.L10-.L8)/2
.byte (.L11-.L8)/2
.L11:
b func3 @ optimized tail-call
.L10:
b func2
.L9:
b func1
.L7:
b func0
.L5:
bx lr @ This is ARM's equivalent of an x86 ret insn
IDK if there's much difference between how well branch prediction works for tbb
vs. a full-on indirect jump or call (blx
), on a lightweight ARM core. A data access to load the table might be more significant than the two-step jump to a branch instruction you get with a switch
.
I've read that indirect branches are poorly predicted on ARM. I'd hope it's not bad if the indirect branch has the same target every time. But if not, I'd assume most ARM cores won't find even short patterns the way big x86 cores will.
Instruction fetch/decode takes longer on x86, so it's more important to avoid bubbles in the instruction stream. This is one reason why x86 CPUs have such good branch prediction. Modern branch predictors even do a good job with patterns for indirect branches, based on history of that branch and/or other branches leading up to it.
The LUT function has to spend a couple instructions loading the base address of the LUT into a register, but otherwise is pretty much like x86:
fsm_lut:
cmp r0, #3 @ state,
bhi .L13 @,
movw r3, #:lower16:.LANCHOR0 @ tmp112,
movt r3, #:upper16:.LANCHOR0 @ tmp112,
ldr r3, [r3, r0, lsl #2] @ tmp113, lookUpTable
bx r3 @ indirect register sibling call @ tmp113
.L13:
bx lr @
@ in the .rodata section
lookUpTable:
.word func0
.word func1
.word func2
.word func3
See Mike of SST's answer for a similar analysis on a Microchip dsPIC.
First, on some processors, indirect calls (e.g. through a pointer) - like those in your Lookup Table example - are costly (pipeline breakage, TLB, cache effects). It might also be true for indirect jumps...
Then, a good optimizing compiler might inline the call to func1()
in your Switch example; then you won't run any prologue or epilogue for an inlined functions.
You need to benchmark to be sure, since a lot of other factors matter on the performance. See also this (and the reference there).