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VectorFloat.cs
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using System;
using System.Numerics;
using System.Threading.Tasks;
namespace Algorithms
{
// This class contains renderers that use Vector (SIMD) floats
internal class VectorFloatRenderer : FractalRenderer
{
private const float limit = 4.0f;
// Goofy magic to get SIMD working with the CTP This will not be required once RyuJIT is
// official You must use the type in the class constructor It will _not_ be accelerated
// until after the class constructor, has been invoked though.
private static Vector<float> dummy;
static VectorFloatRenderer()
{
dummy = Vector<float>.One;
}
public VectorFloatRenderer(Action<int, int, int> dp, Func<bool> abortFunc)
: base(dp, abortFunc)
{
}
// Render the fractal on a single thread using the ComplexFloatVec data type
// This is the implementation that has the best comments.
public void RenderSingleThreadedWithADT(float xmin, float xmax, float ymin, float ymax, float step)
{
// Initialize a pile of method constant vectors
Vector<int> vmax_iters = new Vector<int>(max_iters);
Vector<float> vlimit = new Vector<float>(limit);
Vector<float> vstep = new Vector<float>(step);
Vector<float> vxmax = new Vector<float>(xmax);
Vector<float> vinc = new Vector<float>((float)Vector<float>.Count * step);
// Use my little helper routine: it's kind of slow, but I find it pleasantly readable.
// The alternative would be this:
// float[] xmins = new float[Vector<float>.Length];
// for (int i = 0; i < xmins.Length; i++)
// xmins[i] = xmin + step * i;
// Vector<float> vxmin = new Vector<float>(xmins);
// Both allocate some memory, this one just does it in a separate routine :-)
Vector<float> vxmin = VectorHelper.Create(i => xmin + step * i);
float y = ymin;
int yp = 0;
for (Vector<float> vy = new Vector<float>(ymin);
y <= ymax && !Abort;
vy += vstep, y += step, yp++)
{
int xp = 0;
for (Vector<float> vx = vxmin;
Vector.LessThanOrEqualAny(vx, vxmax); // Vector.{comparision}Any|All return bools, not masks
vx += vinc, xp += Vector<int>.Count)
{
ComplexVecFloat num = new ComplexVecFloat(vx, vy);
ComplexVecFloat accum = num;
Vector<int> viters = Vector<int>.Zero; // Iteration counts start at all zeros
Vector<int> increment = Vector<int>.One; // Increment starts out as all ones
do
{
// This is work that can be vectorized
accum = accum.square() + num;
// Increment the iteration count Only pixels that haven't already hit the
// limit will be incremented because the increment variable gets masked below
viters += increment;
// Create a mask that correspons to the element-wise logical operation
// "accum <= limit && iters <= max_iters" Note that the bitwise and is used,
// because the Vector.{comparision} operations return masks, not boolean values
Vector<int> vCond = Vector.LessThanOrEqual(accum.sqabs(), vlimit) &
Vector.LessThanOrEqual(viters, vmax_iters);
// increment becomes zero for the elems that have hit the limit because
// vCond is a mask of all zeros or ones, based on the results of the
// Vector.{comparison} operations
increment = increment & vCond;
// Keep going until we have no elements that haven't either hit the value
// limit or the iteration count
} while (increment != Vector<int>.Zero);
// This is another little helper I created. It's definitely kind of slow but I
// find it pleasantly succinct. It could also be written like this:
//
// for (int eNum = 0; eNum < Vector<int>.Length; eNum++)
// DrawPixel(xp + eNum, yp, viters[eNum]);
//
// Neither implementation is particularly fast, because pulling individual elements
// is a slow operation for vector types.
viters.ForEach((iter, elemNum) => DrawPixel(xp + elemNum, yp, iter));
}
}
}
// Render the fractal on a single thread using raw Vector<float> data types
// For a well commented version, go see VectorFloatRenderer.RenderSingleThreadedWithADT
public void RenderSingleThreadedNoADT(float xmin, float xmax, float ymin, float ymax, float step)
{
Vector<int> vmax_iters = new Vector<int>(max_iters);
Vector<float> vlimit = new Vector<float>(limit);
Vector<float> vstep = new Vector<float>(step);
Vector<float> vxmax = new Vector<float>(xmax);
Vector<float> vinc = new Vector<float>((float)Vector<float>.Count * step);
Vector<float> vxmin = VectorHelper.Create(i => xmin + step * i);
float y = ymin;
int yp = 0;
for (Vector<float> vy = new Vector<float>(ymin); y <= ymax && !Abort; vy += vstep, y += step, yp++)
{
int xp = 0;
for (Vector<float> vx = vxmin; Vector.LessThanOrEqualAll(vx, vxmax); vx += vinc, xp += Vector<int>.Count)
{
Vector<float> accumx = vx;
Vector<float> accumy = vy;
Vector<int> viters = Vector<int>.Zero;
Vector<int> increment = Vector<int>.One;
do
{
Vector<float> naccumx = accumx * accumx - accumy * accumy;
Vector<float> naccumy = accumx * accumy + accumx * accumy;
accumx = naccumx + vx;
accumy = naccumy + vy;
viters += increment;
Vector<float> sqabs = accumx * accumx + accumy * accumy;
Vector<int> vCond = Vector.LessThanOrEqual(sqabs, vlimit) &
Vector.LessThanOrEqual(viters, vmax_iters);
increment = increment & vCond;
} while (increment != Vector<int>.Zero);
viters.ForEach((iter, elemNum) => DrawPixel(xp + elemNum, yp, (int)iter));
}
}
}
// Render the fractal on multiple threads using raw Vector<float> data types
// For a well commented version, go see VectorFloatRenderer.RenderSingleThreadedWithADT
public void RenderMultiThreadedNoADT(float xmin, float xmax, float ymin, float ymax, float step)
{
Vector<int> vmax_iters = new Vector<int>(max_iters);
Vector<float> vlimit = new Vector<float>(limit);
Vector<float> vstep = new Vector<float>(step);
Vector<float> vinc = new Vector<float>((float)Vector<float>.Count * step);
Vector<float> vxmax = new Vector<float>(xmax);
Vector<float> vxmin = VectorHelper.Create(i => xmin + step * i);
Parallel.For(0, (int)(((ymax - ymin) / step) + .5f), (yp) =>
{
if (Abort)
return;
Vector<float> vy = new Vector<float>(ymin + step * yp);
int xp = 0;
for (Vector<float> vx = vxmin; Vector.LessThanOrEqualAll(vx, vxmax); vx += vinc, xp += Vector<int>.Count)
{
Vector<float> accumx = vx;
Vector<float> accumy = vy;
Vector<int> viters = Vector<int>.Zero;
Vector<int> increment = Vector<int>.One;
do
{
Vector<float> naccumx = accumx * accumx - accumy * accumy;
Vector<float> XtimesY = accumx * accumy;
Vector<float> naccumy = XtimesY + XtimesY;
accumx = naccumx + vx;
accumy = naccumy + vy;
viters += increment;
Vector<float> sqabs = accumx * accumx + accumy * accumy;
Vector<int> vCond = Vector.LessThanOrEqual(sqabs, vlimit) &
Vector.LessThanOrEqual(viters, vmax_iters);
increment = increment & vCond;
} while (increment != Vector<int>.Zero);
viters.ForEach((iter, elemNum) => DrawPixel(xp + elemNum, yp, (int)iter));
}
});
}
// Render the fractal on multiple threads using the ComplexFloatVec data type
// For a well commented version, go see VectorFloatRenderer.RenderSingleThreadedWithADT
public void RenderMultiThreadedWithADT(float xmin, float xmax, float ymin, float ymax, float step)
{
Vector<int> vmax_iters = new Vector<int>(max_iters);
Vector<float> vlimit = new Vector<float>(limit);
Vector<float> vstep = new Vector<float>(step);
Vector<float> vinc = new Vector<float>((float)Vector<float>.Count * step);
Vector<float> vxmax = new Vector<float>(xmax);
Vector<float> vxmin = VectorHelper.Create(i => xmin + step * i);
Parallel.For(0, (int)(((ymax - ymin) / step) + .5f), (yp) =>
{
if (Abort)
return;
Vector<float> vy = new Vector<float>(ymin + step * yp);
int xp = 0;
for (Vector<float> vx = vxmin; Vector.LessThanOrEqualAll(vx, vxmax); vx += vinc, xp += Vector<int>.Count)
{
ComplexVecFloat num = new ComplexVecFloat(vx, vy);
ComplexVecFloat accum = num;
Vector<int> viters = Vector<int>.Zero;
Vector<int> increment = Vector<int>.One;
do
{
accum = accum.square() + num;
viters += increment;
Vector<int> vCond = Vector.LessThanOrEqual(accum.sqabs(), vlimit) &
Vector.LessThanOrEqual(viters, vmax_iters);
increment = increment & vCond;
} while (increment != Vector<int>.Zero);
viters.ForEach((iter, elemNum) => DrawPixel(xp + elemNum, yp, iter));
}
});
}
}
}