2022-01-13 14:05:24 +08:00
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/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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2021-10-21 19:04:49 +08:00
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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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*/
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#include "FDTD3dGPU.h"
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#include <cooperative_groups.h>
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namespace cg = cooperative_groups;
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// Note: If you change the RADIUS, you should also change the unrolling below
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#define RADIUS 4
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__constant__ float stencil[RADIUS + 1];
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__global__ void FiniteDifferencesKernel(float *output, const float *input,
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const int dimx, const int dimy,
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const int dimz) {
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bool validr = true;
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bool validw = true;
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const int gtidx = blockIdx.x * blockDim.x + threadIdx.x;
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const int gtidy = blockIdx.y * blockDim.y + threadIdx.y;
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const int ltidx = threadIdx.x;
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const int ltidy = threadIdx.y;
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const int workx = blockDim.x;
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const int worky = blockDim.y;
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// Handle to thread block group
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cg::thread_block cta = cg::this_thread_block();
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__shared__ float tile[k_blockDimMaxY + 2 * RADIUS][k_blockDimX + 2 * RADIUS];
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const int stride_y = dimx + 2 * RADIUS;
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const int stride_z = stride_y * (dimy + 2 * RADIUS);
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int inputIndex = 0;
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int outputIndex = 0;
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// Advance inputIndex to start of inner volume
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inputIndex += RADIUS * stride_y + RADIUS;
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// Advance inputIndex to target element
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inputIndex += gtidy * stride_y + gtidx;
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float infront[RADIUS];
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float behind[RADIUS];
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float current;
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const int tx = ltidx + RADIUS;
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const int ty = ltidy + RADIUS;
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// Check in bounds
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if ((gtidx >= dimx + RADIUS) || (gtidy >= dimy + RADIUS)) validr = false;
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if ((gtidx >= dimx) || (gtidy >= dimy)) validw = false;
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// Preload the "infront" and "behind" data
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for (int i = RADIUS - 2; i >= 0; i--) {
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if (validr) behind[i] = input[inputIndex];
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inputIndex += stride_z;
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}
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if (validr) current = input[inputIndex];
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outputIndex = inputIndex;
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inputIndex += stride_z;
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for (int i = 0; i < RADIUS; i++) {
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if (validr) infront[i] = input[inputIndex];
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inputIndex += stride_z;
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}
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// Step through the xy-planes
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#pragma unroll 9
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for (int iz = 0; iz < dimz; iz++) {
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// Advance the slice (move the thread-front)
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for (int i = RADIUS - 1; i > 0; i--) behind[i] = behind[i - 1];
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behind[0] = current;
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current = infront[0];
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#pragma unroll 4
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for (int i = 0; i < RADIUS - 1; i++) infront[i] = infront[i + 1];
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if (validr) infront[RADIUS - 1] = input[inputIndex];
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inputIndex += stride_z;
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outputIndex += stride_z;
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cg::sync(cta);
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// Note that for the work items on the boundary of the problem, the
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// supplied index when reading the halo (below) may wrap to the
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// previous/next row or even the previous/next xy-plane. This is
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// acceptable since a) we disable the output write for these work
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// items and b) there is at least one xy-plane before/after the
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// current plane, so the access will be within bounds.
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// Update the data slice in the local tile
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// Halo above & below
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if (ltidy < RADIUS) {
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tile[ltidy][tx] = input[outputIndex - RADIUS * stride_y];
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tile[ltidy + worky + RADIUS][tx] = input[outputIndex + worky * stride_y];
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}
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// Halo left & right
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if (ltidx < RADIUS) {
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tile[ty][ltidx] = input[outputIndex - RADIUS];
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tile[ty][ltidx + workx + RADIUS] = input[outputIndex + workx];
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}
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tile[ty][tx] = current;
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cg::sync(cta);
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// Compute the output value
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float value = stencil[0] * current;
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#pragma unroll 4
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for (int i = 1; i <= RADIUS; i++) {
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value +=
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stencil[i] * (infront[i - 1] + behind[i - 1] + tile[ty - i][tx] +
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tile[ty + i][tx] + tile[ty][tx - i] + tile[ty][tx + i]);
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}
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// Store the output value
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if (validw) output[outputIndex] = value;
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}
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}
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