I often see code such as the following when, e.g., representing a large bitmap in memory:
size_t width = 1280;
size_t height = 800;
size_t bytesPerPixel = 3;
size_t bytewidth = ((width * bytesPerPixel) + 3) & ~3; /* Aligned to 4 bytes */
uint8_t *pixelData = malloc(bytewidth * height);
(that is, a bitmap allocated as a contiguous block of memory having a bytewidth
aligned to a certain number of bytes, most commonly 4.)
A point on the image is then given via:
pixelData + (bytewidth * y) + (bytesPerPixel * x)
This leads me to two questions:
Thanks.
Alignment refers to the arrangement of data in memory, and specifically deals with the issue of accessing data as proper units of information from main memory. First we must conceptualize main memory as a contiguous block of consecutive memory locations. Each location contains a fixed number of bits.
The CPU can operate on an aligned word of memory atomically, meaning that no other instruction can interrupt that operation. This is critical to the correct operation of many lock-free data structures and other concurrency paradigms.
64-bit aligned is 8 bytes aligned). A memory access is said to be aligned when the data being accessed is n bytes long and the datum address is n-byte aligned. When a memory access is not aligned, it is said to be misaligned. Note that by definition byte memory accesses are always aligned.
Alignment helps the CPU fetch data from memory in an efficient manner: less cache miss/flush, less bus transactions etc. Some memory types (e.g. RDRAM, DRAM etc.) need to be accessed in a structured manner (aligned "words" and in "burst transactions" i.e. many words at one time) in order to yield efficient results.
It depends on a lot of factors. If you're only accessing the pixel data one byte at a time, the alignment will not make any difference the vast majority of the time. For reading/writing one byte of data, most processors won't care at all whether that byte is on a 4-byte boundary or not.
However, if you're accessing data in units larger than a byte (say, in 2-byte or 4-byte units), then you will definitely see alignment effects. For some processors (e.g. many RISC processors), it is outright illegal to access unaligned data on certain levels: attempting to read a 4-byte word from an address that's not 4-byte aligned will generate a Data Access Exception (or Data Storage Exception) on a PowerPC, for example.
On other processors (e.g. x86), accessing unaligned addresses is permitted, but it often comes with a hidden performance penalty. Memory loads/stores are often implemented in microcode, and the microcode will detect the unaligned access. Normally, the microcode will fetch the proper 4-byte quantity from memory, but if it's not aligned, it will have to fetch two 4-byte locations from memory and reconstruct the desired 4-byte quantity from the appropriate bytes of the two locations. Fetching two memory locations is obviously slower than one.
That's just for simple loads and stores, though. Some instructions, such as those in the MMX or SSE instruction sets, require their memory operands to be properly aligned. If you attempt to access unaligned memory using those special instructions, you'll see something like an illegal instruction exception.
To summarize, I wouldn't really worry too much about alignment unless you're writing super performance-critical code (e.g. in assembly). The compiler helps you out a lot, e.g. by padding structures so that 4-byte quantities are aligned on 4-byte boundaries, and on x86, the CPU also helps you out when dealing with unaligned accesses. Since the pixel data you're dealing with is in quantities of 3 bytes, you'll almost always being doing single byte accesses anyways.
If you decide you instead want to access pixels in singular 4-byte accesses (as opposed to 3 1-byte accesses), it would be better to use 32-bit pixels and have each individual pixel aligned on a 4-byte boundary. Aligning each row to a 4-byte boundary but not each pixel will have little, if any, effect.
Based on your code, I'm guessing it's related to reading the Windows bitmap file format -- bitmap files require the length of each scanline to be a multiple of 4 bytes, so setting up your pixel data buffers with that property has the property that you can just read in the entire bitmap in one fell swoop into your buffer (of course, you still have to deal with the fact that the scanlines are stored bottom-to-top instead of top-to-bottom and that the pixel data is BGR instead of RGB). This isn't really much of an advantage, though -- it's not that much harder to read in the bitmap one scanline at a time.
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