mirror of
https://github.com/NVIDIA/cuda-samples.git
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283 lines
10 KiB
C++
283 lines
10 KiB
C++
/* Copyright (c) 2021, 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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*/
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#include "Mandelbrot_gold.h"
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#define ABS(n) ((n) < 0 ? -(n) : (n))
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/* dfloat class declaration */
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class dfloat {
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private:
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float val[2];
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public:
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dfloat() { val[0] = val[1] = 0; }
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dfloat(float a, float b) {
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val[0] = a;
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val[1] = b;
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}
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dfloat(double b);
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inline float operator[](unsigned idx) const { return val[idx]; }
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};
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inline dfloat operator+(const dfloat &dsa, const dfloat &dsb);
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inline dfloat operator-(const dfloat &dsa, const dfloat &dsb);
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inline dfloat operator*(const dfloat &dsa, const dfloat &dsb);
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inline int operator<(const dfloat &a, float b) { return a[0] < b; }
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// The core Mandelbrot calculation function template
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template <class T>
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inline int CalcMandelbrot(const T xPos, const T yPos, const T xJParam,
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const T yJParam, const int crunch,
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const bool isJulia) {
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T x, y, xx, yy, xC, yC;
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int i = crunch;
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if (isJulia) {
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xC = xJParam;
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yC = yJParam;
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y = yPos;
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x = xPos;
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yy = y * y;
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xx = x * x;
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} else {
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xC = xPos;
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yC = yPos;
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x = y = 0;
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xx = yy = 0;
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}
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while (--i && (xx + yy < 4.0f)) {
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y = x * y + x * y + yC;
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x = xx - yy + xC;
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yy = y * y;
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xx = x * x;
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}
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return i;
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} // CalcMandelbrot
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inline void updatePixel(uchar4 &dst, const uchar4 &color, int frame) {
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int frame1 = frame + 1;
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int frame2 = frame1 / 2;
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dst.x = (dst.x * frame + color.x + frame2) / frame1;
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dst.y = (dst.y * frame + color.y + frame2) / frame1;
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dst.z = (dst.z * frame + color.z + frame2) / frame1;
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}
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inline void setColor(uchar4 &dst, const uchar4 &colors, int &m,
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const int animationFrame) {
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if (m == 0) {
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dst.x = 0;
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dst.y = 0;
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dst.z = 0;
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return;
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}
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m += animationFrame;
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dst.x = m * colors.x;
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dst.y = m * colors.y;
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dst.z = m * colors.z;
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}
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template <class T, class T_>
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void runMandelbrotGold0(uchar4 *dst, const int imageW, const int imageH,
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const int crunch, const T xOff, const T yOff,
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const T xJParam, const T yJParam, const T scale,
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const uchar4 colors, const int frame,
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const int animationFrame, const bool isJulia) {
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for (int iy = 0; iy < imageH; iy++)
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for (int ix = 0; ix < imageW; ix++) {
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// Calculate the location
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const T_ xPos = (T)ix * scale + xOff;
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const T_ yPos = (T)iy * scale + yOff;
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// Calculate the Mandelbrot index for the current location
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int m = CalcMandelbrot<T_>(xPos, yPos, xJParam, yJParam, crunch, isJulia);
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m = m > 0 ? crunch - m : 0;
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// Convert the Mandelbrot index into a color
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uchar4 color;
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setColor(color, colors, m, animationFrame);
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// Output the pixel
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int pixel = imageW * iy + ix;
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if (frame == 0) {
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color.w = 0;
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dst[pixel] = color;
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} else
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updatePixel(dst[pixel], color, frame);
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}
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} // runMandelbrotGold0_
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// Determine if two pixel colors are within tolerance
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inline int CheckColors(const uchar4 &color0, const uchar4 &color1) {
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int x = color1.x - color0.x;
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int y = color1.y - color0.y;
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int z = color1.z - color0.z;
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return (ABS(x) > 10) || (ABS(y) > 10) || (ABS(z) > 10);
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} // CheckColors
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template <class T, class T_>
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void runMandelbrotGold1(uchar4 *dst, const int imageW, const int imageH,
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const int crunch, const T xOff, const T yOff,
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const T xJParam, const T yJParam, const T scale,
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const uchar4 colors, const int frame,
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const int animationFrame, const bool isJulia) {
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for (int iy = 0; iy < imageH; iy++)
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for (int ix = 0; ix < imageW; ix++) {
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// Get the current pixel color
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int pixel = imageW * iy + ix;
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uchar4 pixelColor = dst[pixel];
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int count = 0;
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// Search for pixels out of tolerance surrounding the current pixel
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if (ix > 0) count += CheckColors(pixelColor, dst[pixel - 1]);
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if (ix + 1 < imageW) count += CheckColors(pixelColor, dst[pixel + 1]);
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if (iy > 0) count += CheckColors(pixelColor, dst[pixel - imageW]);
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if (iy + 1 < imageH)
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count += CheckColors(pixelColor, dst[pixel + imageW]);
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if (count) {
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// Calculate the location
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const T_ xPos = (T)ix * scale + xOff;
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const T_ yPos = (T)iy * scale + yOff;
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// Calculate the Mandelbrot index for the current location
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int m =
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CalcMandelbrot<T_>(xPos, yPos, xJParam, yJParam, crunch, isJulia);
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m = m > 0 ? crunch - m : 0;
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// Convert the Mandelbrot index into a color
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uchar4 color;
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setColor(color, colors, m, animationFrame);
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// Output the pixel
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updatePixel(dst[pixel], color, frame);
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}
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}
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} // RunMandelbrotGold1_
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/* Implementation of exported functions */
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void RunMandelbrotGold1(uchar4 *dst, const int imageW, const int imageH,
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const int crunch, const float xOff, const float yOff,
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const float xJParam, const float yJParam,
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const float scale, const uchar4 colors, const int frame,
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const int animationFrame, const bool isJulia) {
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runMandelbrotGold1<float, float>(dst, imageW, imageH, crunch, xOff, yOff,
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xJParam, yJParam, scale, colors, frame,
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animationFrame, isJulia);
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} // RunMandelbrotGold1
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void RunMandelbrotDSGold1(uchar4 *dst, const int imageW, const int imageH,
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const int crunch, const double xOff,
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const double yOff, const double xJParam,
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const double yJParam, const double scale,
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const uchar4 colors, const int frame,
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const int animationFrame, const bool isJulia) {
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runMandelbrotGold1<double, dfloat>(dst, imageW, imageH, crunch, xOff, yOff,
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xJParam, yJParam, scale, colors, frame,
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animationFrame, isJulia);
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} // RunMandelbrotDSGold1
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void RunMandelbrotGold0(uchar4 *dst, const int imageW, const int imageH,
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const int crunch, const float xOff, const float yOff,
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const float xJParam, const float yJParam,
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const float scale, const uchar4 colors, const int frame,
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const int animationFrame, const bool isJulia) {
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runMandelbrotGold0<float, float>(dst, imageW, imageH, crunch, xOff, yOff,
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xJParam, yJParam, scale, colors, frame,
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animationFrame, isJulia);
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} // RunMandelbrotGold0
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void RunMandelbrotDSGold0(uchar4 *dst, const int imageW, const int imageH,
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const int crunch, const double xOff,
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const double yOff, const double xJParam,
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const double yJParam, const double scale,
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const uchar4 colors, const int frame,
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const int animationFrame, const bool isJulia) {
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runMandelbrotGold0<double, dfloat>(dst, imageW, imageH, crunch, xOff, yOff,
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xJParam, yJParam, scale, colors, frame,
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animationFrame, isJulia);
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} // RunMandelbrotDSGold0
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/*dfloat operations implementation */
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/* Construct a DS number equal to a double precision floating point number b*/
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dfloat::dfloat(double b) {
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val[0] = (float)b;
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val[1] = (float)(b - val[0]);
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}
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inline dfloat operator+(const dfloat &dsa, const dfloat &dsb) {
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// Compute dsa + dsb using Knuth's trick.
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float t1 = dsa[0] + dsb[0];
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float e = t1 - dsa[0];
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float t2 = ((dsb[0] - e) + (dsa[0] - (t1 - e))) + dsa[1] + dsb[1];
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// The result is t1 + t2, after normalization.
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e = t1 + t2;
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return dfloat(e, t2 - (e - t1));
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}
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inline dfloat operator-(const dfloat &dsa, const dfloat &dsb) {
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// Compute dsa - dsb using Knuth's trick.
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float t1 = dsa[0] - dsb[0];
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float e = t1 - dsa[0];
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float t2 = ((-dsb[0] - e) + (dsa[0] - (t1 - e))) + dsa[1] - dsb[1];
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// The result is t1 + t2, after normalization.
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e = t1 + t2;
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return dfloat(e, t2 - (e - t1));
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}
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inline dfloat operator*(const dfloat &dsa, const dfloat &dsb) {
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// This splits dsa(1) and dsb(1) into high-order and low-order words.
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float c11 = dsa[0] * dsb[0];
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float c21 = dsa[0] * dsb[0] - c11;
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// Compute dsa[0] * dsb[1] + dsa[1] * dsb[0] (only high-order word is needed).
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float c2 = dsa[0] * dsb[1] + dsa[1] * dsb[0];
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// Compute (c11, c21) + c2 using Knuth's trick, also adding low-order product.
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float t1 = c11 + c2;
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float e = t1 - c11;
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float t2 = ((c2 - e) + (c11 - (t1 - e))) + c21 + dsa[1] * dsb[1];
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// The result is t1 + t2, after normalization.
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e = t1 + t2;
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return dfloat(e, t2 - (e - t1));
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}
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