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I would add than SSE1 and SSE2 are now required parts of AMD64 instruction set. All 64-bit PC processors are required to support them both. For that reason, modern compilers are ignoring x87 FPU when building 64-bit binaries. Instead, they compile all float and double arithmetic into SSE1 and SSE2 instructions, respectively.
They were always required. IIRC early AMD64 CPUs did not support x87 instructions in long mode at all (causing #UD), and that support was Intel's extension in first EM64T CPUs.
Another large part of using SSE for floating point arithmetic today is that while the floating point stack was very good for code-density (I still use older compilers for size-optimized C code for demoscene intros), it was also quite painful in being stateful.

This is a large part of why "floating point to integer conversion is slow" cargo culting came from (probably disappeared today but was often seen back in the day).

Many x86 standard libraries emitted code that first set the floating point rounding mode before the storing conversion, you could use a /QIfist compiler option on MSVC to omit that but if you were unlucky to call some code that fiddled with the rounding mode your code would become unreliable (iirc unfortunally that did include some old D3D or OGL version).

With SSE iirc it's separate instructions for different rounding instead of a FPU mode.

I did extensive MMX and SSE2 optimization of audio and video codecs in the 2000s. MMX made a large difference, but it was a pain.

MMX optimization practically required assembly language. The Pentium MMX was an in-order dual pipe CPU, and while compilers supported MMX intrinsics, their code generation for it was abysmal. Visual C++ 6, for instance, would emit code that was 2/3rds register-to-register moves, with values being unnecessarily moved between two registers between each ALU op. This was also a problem with SSE/SSE2 intrinsics. The worst case I saw was the _mm_set_epi8() intrinsic, which was used to construct a 128-bit vector from 16 inputs. When used with all constants, it should have generated a single 128-bit constant load; instead, Visual Studio 2008 generated ~80 instructions to compute it from byte loads. Microsoft didn't fix it until VS2010.

The latency of MMX instructions combined with the in-order dual pipe architecture also made asm loops messy. Simple ops were single-cycle, but multiplies had 3 cycle latency, stores required data an additional cycle in advance, and computed load/store addresses were also needed a cycle in advance. Simply running 2-4 iterations in parallel wasn't an option as there were only 8 vector registers and you'd still get bottlenecks on functional units. Getting peak performance thus often required interleaving loop iterations with special entry and exit code around the loop.

The issue with EMMS is understated. When the CPU switched to MMX, it marked the entire x87 stack as full. If you forgot the EMMS instruction, it wasn't just some strange floating-point bugs that would happen -- the next few x87 floating point calculations could just outright produce NaNs due to FP stack overflow. Furthermore, as these NaNs propagated, the CPU required microcode assists to handle them. So, even if the program didn't crash, an entire calculation domain would get poisoned and slow down by ~20x.

Ultimately, I don't think SSE2 was what killed MMX, but rather SSE, and specifically floating point. MMX not only didn't support floating point, but was also highly concentrated on 16-bit signed integers and secondarily 8-bit unsigned integers. Support for 32-bit integers was particularly lacking and pack/unpack conversions were a bottleneck. Trying to do 3D was cramped because doing so required fixed-point and MMX didn't have the same affordances as DSPs or NEON for rounding or implicit narrow/widen in operations, or even swizzles. SSE, on the other hand, was just straight floating point with standard automatic IEEE rounding and also had important added operations like swizzles and insert/extract. Thus, when 3D took off, SSE was far more useful than MMX.

MMX, however, still remained useful for a while for image and signal processing. SSE2 being twice as wide didn't help algorithms that couldn't use the greater width, such as 8x8 block motion prediction. Additionally, some CPUs at the time only had a 64-bit data path and had to split SSE2 ops, but because of their 4-1-1 decode template, could only decode one such instruction per cycle. The result was that code using the MMX registers could still run noticeably faster than with the SSE registers. This caused some confusion with the 64-bit version of Windows since Microsoft tried to say that x87/MMX shouldn't be used in long mode, but after queries from video processing companies had to document that the x87/MMX registers were enabled and context switched for user mode code.

What’s often overlooked is that adoption of MMX was slooooow. Intel compiler were the only intrinsic data types for years. The big win was DirectX 3 audio drivers that used premade Intel libraries. It took at least five to ten years for SIMD to catch on, but the never stopped Intel from evolving it. Then they lost the GPU wars lol rip larabeee.
> Each MMX register is 64 bits wide. Internally, the MMX registers were aliases of the x87 floating-point registers.

Due to the way the first Pentium 3 CPUs (Katmai) were built, they likewise aliased the x87 (and thus, MMX) registers to the XMM SSE registers, but this was hidden from programs. It wasn't until at least the Coppermine revision that they were separate registers again.

No, x87/MMX and SSE XMM were not aliased. They were two separate register files.

(You may be confusing it with XMM vs YMM vs ZMM, i.e. SSE vs AVX vs AVX512.)

I got bitten by that one - I remember my 3d engine going all wrong because I hadn’t realized I couldn’t mix mmx and fpu registers unless I was willing to pay for the extraordinarily expensive EMMS (?) instruction
When MMX first came out and there were games that supported it, many reviewers were convinced that it improved 3D performance. As far as I could tell, it wasn't really used for 3D and that the only enhancement was to the audio system. But the placebo effect of "If has MMX thus its better" did stick around for a long while.

An aside, but when SSE came a long that was a real big leap in 3D performance, just as GPU's started to gain some independence. So in about 2010, I tried to fire up Turok 2 just to see how fast it would run on a then modern CPU/GPU setup. It couldn't crack 200fps, however games only a year or two later would fly way past that. Turok 2 came out just before SSE and thus basically ran in purely x86/x87 space, thus the performance gap.

Go to page. Nothing. Enable Javascript for it. Still nothing. Enable more Javascript. Still nothing. Third lot of Javascript and now it finally renders.

It's static text with a few images... that doesn't display until you tell NoScript to enable Javascript from a pile of third-party sites.

It's probably the syntax highlight JS I'm using for the code snippets.
Enjoying the "DOS" font of the code examples.

The wikipedia page on the Pentium has multiple references to an Intel publication called "Solutions", May/June 1993. It would be interesting to see that, but can't find a copy.

https://en.wikipedia.org/wiki/Pentium_(original)#cite_note-1...

Many cheap modems ("WinModem") had drivers that did DSP logic on the system CPU as opposed to their board relied on MMX.
John Carmack promised that Quake II will use MMX, but this wasn't done. That's why software rendering in Quake II is so boring, it doesn't even support colored lighting. In the other hand Unreal did use MMX, which allowed it to work in 32-bit color mode with colored lighting and a bunch of other effects.
I still remember the MMX TV campaign they put out in the 90s.

https://www.youtube.com/watch?v=5zyjSBSvqPc

https://www.youtube.com/watch?v=cnEuWfFTuxg

I was watching this and thinking "Who's going to even understand what this is about? Why is this playing on primetime TV?" Playing video on a computer wasn't a thing at the family consumer level at this time, and gaming was still a geeky niche.

They were buying mindshare, not gonna lie, i was only 10 back then and i instantly knew that intel has got to be better than all the others because they have MMX right?!..