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86 lines
2.8 KiB
Plaintext
86 lines
2.8 KiB
Plaintext
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// Copyright (c) 1993-2023, NVIDIA CORPORATION. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// Simple implementation of Mandelbrot set from Wikipedia
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// http://en.wikipedia.org/wiki/Mandelbrot_set
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// Note that this kernel is meant to be a simple, straight-forward
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// implementation, and so may not represent optimized GPU code.
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extern "C"
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__device__
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void mandelbrot(float* Data) {
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// Which pixel am I?
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unsigned DataX = blockIdx.x * blockDim.x + threadIdx.x;
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unsigned DataY = blockIdx.y * blockDim.y + threadIdx.y;
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unsigned Width = gridDim.x * blockDim.x;
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unsigned Height = gridDim.y * blockDim.y;
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float R, G, B, A;
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// Scale coordinates to (-2.5, 1) and (-1, 1)
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float NormX = (float)DataX / (float)Width;
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NormX *= 3.5f;
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NormX -= 2.5f;
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float NormY = (float)DataY / (float)Height;
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NormY *= 2.0f;
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NormY -= 1.0f;
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float X0 = NormX;
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float Y0 = NormY;
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float X = 0.0f;
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float Y = 0.0f;
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unsigned Iter = 0;
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unsigned MaxIter = 1000;
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// Iterate
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while(X*X + Y*Y < 4.0f && Iter < MaxIter) {
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float XTemp = X*X - Y*Y + X0;
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Y = 2.0f*X*Y + Y0;
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X = XTemp;
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Iter++;
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}
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unsigned ColorG = Iter % 50;
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unsigned ColorB = Iter % 25;
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R = 0.0f;
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G = (float)ColorG / 50.0f;
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B = (float)ColorB / 25.0f;
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A = 1.0f;
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Data[DataY*Width*4+DataX*4+0] = R;
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Data[DataY*Width*4+DataX*4+1] = G;
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Data[DataY*Width*4+DataX*4+2] = B;
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Data[DataY*Width*4+DataX*4+3] = A;
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}
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