cuda-samples/Samples/7_libNVVM/cuda-c-linking/math-funcs.cu

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2023-06-30 03:33:40 +08:00
// Copyright (c) 1993-2023, NVIDIA CORPORATION. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// Simple implementation of Mandelbrot set from Wikipedia
// http://en.wikipedia.org/wiki/Mandelbrot_set
// Note that this kernel is meant to be a simple, straight-forward
// implementation, and so may not represent optimized GPU code.
extern "C"
__device__
void mandelbrot(float* Data) {
// Which pixel am I?
unsigned DataX = blockIdx.x * blockDim.x + threadIdx.x;
unsigned DataY = blockIdx.y * blockDim.y + threadIdx.y;
unsigned Width = gridDim.x * blockDim.x;
unsigned Height = gridDim.y * blockDim.y;
float R, G, B, A;
// Scale coordinates to (-2.5, 1) and (-1, 1)
float NormX = (float)DataX / (float)Width;
NormX *= 3.5f;
NormX -= 2.5f;
float NormY = (float)DataY / (float)Height;
NormY *= 2.0f;
NormY -= 1.0f;
float X0 = NormX;
float Y0 = NormY;
float X = 0.0f;
float Y = 0.0f;
unsigned Iter = 0;
unsigned MaxIter = 1000;
// Iterate
while(X*X + Y*Y < 4.0f && Iter < MaxIter) {
float XTemp = X*X - Y*Y + X0;
Y = 2.0f*X*Y + Y0;
X = XTemp;
Iter++;
}
unsigned ColorG = Iter % 50;
unsigned ColorB = Iter % 25;
R = 0.0f;
G = (float)ColorG / 50.0f;
B = (float)ColorB / 25.0f;
A = 1.0f;
Data[DataY*Width*4+DataX*4+0] = R;
Data[DataY*Width*4+DataX*4+1] = G;
Data[DataY*Width*4+DataX*4+2] = B;
Data[DataY*Width*4+DataX*4+3] = A;
}