# Multiplication of 2 floats = 90% computation time?

Hi,

I have a kernel that I try to optimize and I have something strange. My kernel takes one image as input. For each pixel (c,r), it reads 12 values from the image in the neighborhood of (c,r) (not the direct neighborhood). From these values, I compute two floats “L_xx” and “L_yy”. So far so good. Then, I write the result of “L_xx * L_yy” in the output buffer (coalesced write).

When I do this, the computation takes about 1200 micro sec. When I write “0.f” insated of “L_xx * L_yy”, the computation takes 150 micro sec! Why does “L_xx * L_yy” take 90% of the kernel computation when I already do a lot of floating point operations? I really don’t get it.

I paste the code bellow. See the last two lines. Thanks!

``````
const uint       width,
const uint       height,
const int        col,
const int        row,
const int        halfWidth,
const int        halfHeight,
const sampler_t  sampler){

int top    = row - halfHeight - 1;
int bottom = top + 2 * halfHeight + 1;
int left   = col - halfWidth - 1;
int right  = left + 2 * halfWidth + 1;

float A = read_imagef(input, sampler, (int2)( left,  top    )).x;
float B = read_imagef(input, sampler, (int2)( right, top    )).x;
float C = read_imagef(input, sampler, (int2)( left,  bottom )).x;
float D = read_imagef(input, sampler, (int2)( right, bottom )).x;

return D - B - C + A;
}

__global float      * output,
const uint            width,
const uint            height,
const uint            h,
const int             offset,
const sampler_t       sampler){

int c = get_global_id(0);
int r = get_global_id(1);

if (c>width-1 || r>height-1)
return;

int l = 2 * h + 1;

// Compute Lxx
float white_xx = integrate_surface(input, width, height, c, r, h+l, l-1, sampler);
float black_xx = integrate_surface(input, width, height, c, r, h,   l-1, sampler);
float L_xx     = white_xx - 3.f * black_xx;

// Compute Lyy
float white_yy = integrate_surface(input, width, height, c, r, l-1, h+l, sampler);
float black_yy = integrate_surface(input, width, height, c, r, l-1, h, sampler);
float L_yy     = white_yy - 3.f * black_yy;

// Compute result
output[r*width+c] = L_xx * L_yy;
//    output[r*width+c] = 0.f;
}

``````

Is the compiler smart enough to understand that I’m not using “L_xx” and “L_yy” so it skips all the unnecessary code? If yes, then I understand.

So yeap, the compiler skips the useless code. All the time is spent in reading the image (16 reads).