https://gcc.gnu.org/bugzilla/show_bug.cgi?id=104265
Bug ID: 104265 Summary: Missed vectorization in 526.blender_r Product: gcc Version: 12.0 Status: UNCONFIRMED Severity: normal Priority: P3 Component: tree-optimization Assignee: unassigned at gcc dot gnu.org Reporter: rguenth at gcc dot gnu.org Target Milestone: --- Blenders hottest spot is rayobject_bb_intersect_test which can be summarized as struct Isect { float start[3]; float dir[3]; float dist; float origstart[3]; float origdir[3]; int bv_index[6]; float idot_axis[3]; /* More stuff. */ void *userdata; /* aligns it to 8 */ }; int rayobject_bb_intersect_test (struct Isect *isec, const float *bb) { float t1x = (bb[isec->bv_index[0]] - isec->start[0]) * isec->idot_axis[0]; float t2x = (bb[isec->bv_index[1]] - isec->start[0]) * isec->idot_axis[0]; float t1y = (bb[isec->bv_index[2]] - isec->start[1]) * isec->idot_axis[1]; float t2y = (bb[isec->bv_index[3]] - isec->start[1]) * isec->idot_axis[1]; float t1z = (bb[isec->bv_index[4]] - isec->start[2]) * isec->idot_axis[2]; float t2z = (bb[isec->bv_index[5]] - isec->start[2]) * isec->idot_axis[2]; if (t1x > t2y || t2x < t1y || t1x > t2z || t2x < t1z || t1y > t2z || t2y < t1z) return 0; if (t2x < 0.0f || t2y < 0.0f || t2z < 0.0f) return 0; if (t1x > isec->dist || t1y > isec->dist || t1z > isec->dist) return 0; return 1; } at least on x86 with SSE4 (for some extra permutes) we can vectorize the comparisons, carefully filling extra lanes of V4SF vectors with redundant data from another lane starting with {t1x,t1y,t1z,} {t2x,t2y,t2z,} vectors. AOCC does this kind of vectorization and receives a nice 25% uplift in performance from it.