Faster way to zero memory than with memset?

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I learned that memset(ptr, 0, nbytes) is really fast, but is there a faster way (at least on x86)?

I assume that memset uses mov, however when zeroing memory most compilers use xor as it's faster, correct? edit1: Wrong, as GregS pointed out that only works with registers. What was I thinking?

Also I asked a person who knew of assembler more than me to look at the stdlib, and he told me that on x86 memset is not taking full advantage of the 32 bit wide registers. However at that time I was very tired, so I'm not quite sure I understood it correctly.

edit2: I revisited this issue and did a little testing. Here is what I tested:

    #include <stdio.h>
    #include <malloc.h>
    #include <string.h>
    #include <sys/time.h>

    #define TIME(body) do {                                                     \
        struct timeval t1, t2; double elapsed;                                  \
        gettimeofday(&t1, NULL);                                                \
        body                                                                    \
        gettimeofday(&t2, NULL);                                                \
        elapsed = (t2.tv_sec - t1.tv_sec) * 1000.0 + (t2.tv_usec - t1.tv_usec) / 1000.0; \
        printf("%s\n --- %f ---\n", #body, elapsed); } while(0)                 \


    #define SIZE 0x1000000

    void zero_1(void* buff, size_t size)
    {
        size_t i;
        char* foo = buff;
        for (i = 0; i < size; i++)
            foo[i] = 0;

    }

    /* I foolishly assume size_t has register width */
    void zero_sizet(void* buff, size_t size)
    {
        size_t i;
        char* bar;
        size_t* foo = buff;
        for (i = 0; i < size / sizeof(size_t); i++)
            foo[i] = 0;

        // fixes bug pointed out by tristopia
        bar = (char*)buff + size - size % sizeof(size_t);
        for (i = 0; i < size % sizeof(size_t); i++)
            bar[i] = 0;
    }

    int main()
    {
        char* buffer = malloc(SIZE);
        TIME(
            memset(buffer, 0, SIZE);
        );
        TIME(
            zero_1(buffer, SIZE);
        );
        TIME(
            zero_sizet(buffer, SIZE);
        );
        return 0;
    }

results:

zero_1 is the slowest, except for -O3. zero_sizet is the fastest with roughly equal performance across -O1, -O2 and -O3. memset was always slower than zero_sizet. (twice as slow for -O3). one thing of interest is that at -O3 zero_1 was equally fast as zero_sizet. however the disassembled function had roughly four times as many instructions (I think caused by loop unrolling). Also, I tried optimizing zero_sizet further, but the compiler always outdid me, but no surprise here.

For now memset wins, previous results were distorted by CPU cache. (all tests were run on Linux) Further testing needed. I'll try assembler next :)

edit3: fixed bug in test code, test results are not affected

edit4: While poking around the disassembled VS2010 C runtime, I noticed that memset has a SSE optimized routine for zero. It will be hard to beat this.

9 Answers

memset could be inlined by compiler as a series of efficient opcodes, unrolled for a few cycles. For very large memory blocks, like 4000x2000 64bit framebuffer, you can try optimizing it across several threads (which you prepare for that sole task), each setting its own part. Note that there is also bzero(), but it is more obscure, and less likely to be as optimized as memset, and the compiler will surely notice you pass 0.

What compiler usually assumes, is that you memset large blocks, so for smaller blocks it would likely be more efficient to just do *(uint64_t*)p = 0, if you init large number of small objects.

Generally, all x86 CPUs are different (unless you compile for some standardized platform), and something you optimize for Pentium 2 will behave differently on Core Duo or i486. So if you really into it and want to squeeze the last few bits of toothpaste, it makes sense to ship several versions your exe compiled and optimized for different popular CPU models. From personal experience Clang -march=native boosted my game's FPS from 60 to 65, compared to no -march.

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