// 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; }