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740 lines
26 KiB
Plaintext
740 lines
26 KiB
Plaintext
/* Copyright (c) 2022, 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 <thrust/random.h>
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#include <thrust/device_vector.h>
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#include <thrust/host_vector.h>
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#include <cooperative_groups.h>
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namespace cg = cooperative_groups;
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#include <helper_cuda.h>
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////////////////////////////////////////////////////////////////////////////////
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// A structure of 2D points (structure of arrays).
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////////////////////////////////////////////////////////////////////////////////
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class Points {
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float *m_x;
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float *m_y;
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public:
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// Constructor.
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__host__ __device__ Points() : m_x(NULL), m_y(NULL) {}
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// Constructor.
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__host__ __device__ Points(float *x, float *y) : m_x(x), m_y(y) {}
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// Get a point.
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__host__ __device__ __forceinline__ float2 get_point(int idx) const {
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return make_float2(m_x[idx], m_y[idx]);
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}
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// Set a point.
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__host__ __device__ __forceinline__ void set_point(int idx, const float2 &p) {
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m_x[idx] = p.x;
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m_y[idx] = p.y;
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}
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// Set the pointers.
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__host__ __device__ __forceinline__ void set(float *x, float *y) {
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m_x = x;
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m_y = y;
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}
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};
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////////////////////////////////////////////////////////////////////////////////
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// A 2D bounding box
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////////////////////////////////////////////////////////////////////////////////
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class Bounding_box {
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// Extreme points of the bounding box.
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float2 m_p_min;
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float2 m_p_max;
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public:
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// Constructor. Create a unit box.
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__host__ __device__ Bounding_box() {
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m_p_min = make_float2(0.0f, 0.0f);
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m_p_max = make_float2(1.0f, 1.0f);
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}
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// Compute the center of the bounding-box.
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__host__ __device__ void compute_center(float2 ¢er) const {
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center.x = 0.5f * (m_p_min.x + m_p_max.x);
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center.y = 0.5f * (m_p_min.y + m_p_max.y);
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}
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// The points of the box.
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__host__ __device__ __forceinline__ const float2 &get_max() const {
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return m_p_max;
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}
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__host__ __device__ __forceinline__ const float2 &get_min() const {
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return m_p_min;
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}
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// Does a box contain a point.
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__host__ __device__ bool contains(const float2 &p) const {
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return p.x >= m_p_min.x && p.x < m_p_max.x && p.y >= m_p_min.y &&
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p.y < m_p_max.y;
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}
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// Define the bounding box.
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__host__ __device__ void set(float min_x, float min_y, float max_x,
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float max_y) {
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m_p_min.x = min_x;
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m_p_min.y = min_y;
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m_p_max.x = max_x;
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m_p_max.y = max_y;
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}
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};
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////////////////////////////////////////////////////////////////////////////////
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// A node of a quadree.
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////////////////////////////////////////////////////////////////////////////////
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class Quadtree_node {
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// The identifier of the node.
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int m_id;
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// The bounding box of the tree.
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Bounding_box m_bounding_box;
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// The range of points.
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int m_begin, m_end;
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public:
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// Constructor.
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__host__ __device__ Quadtree_node() : m_id(0), m_begin(0), m_end(0) {}
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// The ID of a node at its level.
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__host__ __device__ int id() const { return m_id; }
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// The ID of a node at its level.
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__host__ __device__ void set_id(int new_id) { m_id = new_id; }
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// The bounding box.
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__host__ __device__ __forceinline__ const Bounding_box &bounding_box() const {
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return m_bounding_box;
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}
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// Set the bounding box.
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__host__ __device__ __forceinline__ void set_bounding_box(float min_x,
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float min_y,
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float max_x,
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float max_y) {
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m_bounding_box.set(min_x, min_y, max_x, max_y);
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}
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// The number of points in the tree.
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__host__ __device__ __forceinline__ int num_points() const {
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return m_end - m_begin;
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}
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// The range of points in the tree.
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__host__ __device__ __forceinline__ int points_begin() const {
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return m_begin;
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}
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__host__ __device__ __forceinline__ int points_end() const { return m_end; }
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// Define the range for that node.
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__host__ __device__ __forceinline__ void set_range(int begin, int end) {
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m_begin = begin;
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m_end = end;
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}
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};
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////////////////////////////////////////////////////////////////////////////////
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// Algorithm parameters.
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////////////////////////////////////////////////////////////////////////////////
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struct Parameters {
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// Choose the right set of points to use as in/out.
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int point_selector;
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// The number of nodes at a given level (2^k for level k).
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int num_nodes_at_this_level;
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// The recursion depth.
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int depth;
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// The max value for depth.
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const int max_depth;
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// The minimum number of points in a node to stop recursion.
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const int min_points_per_node;
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// Constructor set to default values.
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__host__ __device__ Parameters(int max_depth, int min_points_per_node)
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: point_selector(0),
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num_nodes_at_this_level(1),
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depth(0),
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max_depth(max_depth),
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min_points_per_node(min_points_per_node) {}
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// Copy constructor. Changes the values for next iteration.
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__host__ __device__ Parameters(const Parameters ¶ms, bool)
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: point_selector((params.point_selector + 1) % 2),
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num_nodes_at_this_level(4 * params.num_nodes_at_this_level),
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depth(params.depth + 1),
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max_depth(params.max_depth),
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min_points_per_node(params.min_points_per_node) {}
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};
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////////////////////////////////////////////////////////////////////////////////
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// Build a quadtree on the GPU. Use CUDA Dynamic Parallelism.
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//
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// The algorithm works as follows. The host (CPU) launches one block of
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// NUM_THREADS_PER_BLOCK threads. That block will do the following steps:
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//
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// 1- Check the number of points and its depth.
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//
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// We impose a maximum depth to the tree and a minimum number of points per
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// node. If the maximum depth is exceeded or the minimum number of points is
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// reached. The threads in the block exit.
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//
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// Before exiting, they perform a buffer swap if it is needed. Indeed, the
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// algorithm uses two buffers to permute the points and make sure they are
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// properly distributed in the quadtree. By design we want all points to be
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// in the first buffer of points at the end of the algorithm. It is the reason
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// why we may have to swap the buffer before leavin (if the points are in the
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// 2nd buffer).
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//
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// 2- Count the number of points in each child.
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//
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// If the depth is not too high and the number of points is sufficient, the
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// block has to dispatch the points into four geometrical buckets: Its
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// children. For that purpose, we compute the center of the bounding box and
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// count the number of points in each quadrant.
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//
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// The set of points is divided into sections. Each section is given to a
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// warp of threads (32 threads). Warps use __ballot and __popc intrinsics
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// to count the points. See the Programming Guide for more information about
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// those functions.
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//
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// 3- Scan the warps' results to know the "global" numbers.
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//
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// Warps work independently from each other. At the end, each warp knows the
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// number of points in its section. To know the numbers for the block, the
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// block has to run a scan/reduce at the block level. It's a traditional
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// approach. The implementation in that sample is not as optimized as what
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// could be found in fast radix sorts, for example, but it relies on the same
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// idea.
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//
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// 4- Move points.
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//
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// Now that the block knows how many points go in each of its 4 children, it
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// remains to dispatch the points. It is straightforward.
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//
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// 5- Launch new blocks.
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//
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// The block launches four new blocks: One per children. Each of the four blocks
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// will apply the same algorithm.
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////////////////////////////////////////////////////////////////////////////////
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template <int NUM_THREADS_PER_BLOCK>
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__global__ void build_quadtree_kernel(Quadtree_node *nodes, Points *points,
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Parameters params) {
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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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// The number of warps in a block.
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const int NUM_WARPS_PER_BLOCK = NUM_THREADS_PER_BLOCK / warpSize;
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// Shared memory to store the number of points.
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extern __shared__ int smem[];
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// s_num_pts[4][NUM_WARPS_PER_BLOCK];
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// Addresses of shared memory.
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volatile int *s_num_pts[4];
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for (int i = 0; i < 4; ++i)
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s_num_pts[i] = (volatile int *)&smem[i * NUM_WARPS_PER_BLOCK];
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// Compute the coordinates of the threads in the block.
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const int warp_id = threadIdx.x / warpSize;
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const int lane_id = threadIdx.x % warpSize;
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// Mask for compaction.
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// Same as: asm( "mov.u32 %0, %%lanemask_lt;" : "=r"(lane_mask_lt) );
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int lane_mask_lt = (1 << lane_id) - 1;
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// The current node.
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Quadtree_node &node = nodes[blockIdx.x];
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// The number of points in the node.
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int num_points = node.num_points();
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float2 center;
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int range_begin, range_end;
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int warp_cnts[4] = {0, 0, 0, 0};
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//
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// 1- Check the number of points and its depth.
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//
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// Stop the recursion here. Make sure points[0] contains all the points.
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if (params.depth >= params.max_depth ||
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num_points <= params.min_points_per_node) {
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if (params.point_selector == 1) {
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int it = node.points_begin(), end = node.points_end();
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for (it += threadIdx.x; it < end; it += NUM_THREADS_PER_BLOCK)
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if (it < end) points[0].set_point(it, points[1].get_point(it));
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}
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return;
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}
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// Compute the center of the bounding box of the points.
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const Bounding_box &bbox = node.bounding_box();
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bbox.compute_center(center);
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// Find how many points to give to each warp.
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int num_points_per_warp = max(
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warpSize, (num_points + NUM_WARPS_PER_BLOCK - 1) / NUM_WARPS_PER_BLOCK);
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// Each warp of threads will compute the number of points to move to each
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// quadrant.
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range_begin = node.points_begin() + warp_id * num_points_per_warp;
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range_end = min(range_begin + num_points_per_warp, node.points_end());
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//
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// 2- Count the number of points in each child.
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//
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// Input points.
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const Points &in_points = points[params.point_selector];
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cg::thread_block_tile<32> tile32 = cg::tiled_partition<32>(cta);
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// Compute the number of points.
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for (int range_it = range_begin + tile32.thread_rank();
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tile32.any(range_it < range_end); range_it += warpSize) {
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// Is it still an active thread?
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bool is_active = range_it < range_end;
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// Load the coordinates of the point.
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float2 p =
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is_active ? in_points.get_point(range_it) : make_float2(0.0f, 0.0f);
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// Count top-left points.
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int num_pts =
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__popc(tile32.ballot(is_active && p.x < center.x && p.y >= center.y));
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warp_cnts[0] += tile32.shfl(num_pts, 0);
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// Count top-right points.
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num_pts =
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__popc(tile32.ballot(is_active && p.x >= center.x && p.y >= center.y));
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warp_cnts[1] += tile32.shfl(num_pts, 0);
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// Count bottom-left points.
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num_pts =
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__popc(tile32.ballot(is_active && p.x < center.x && p.y < center.y));
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warp_cnts[2] += tile32.shfl(num_pts, 0);
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// Count bottom-right points.
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num_pts =
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__popc(tile32.ballot(is_active && p.x >= center.x && p.y < center.y));
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warp_cnts[3] += tile32.shfl(num_pts, 0);
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}
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if (tile32.thread_rank() == 0) {
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s_num_pts[0][warp_id] = warp_cnts[0];
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s_num_pts[1][warp_id] = warp_cnts[1];
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s_num_pts[2][warp_id] = warp_cnts[2];
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s_num_pts[3][warp_id] = warp_cnts[3];
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}
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// Make sure warps have finished counting.
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cg::sync(cta);
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//
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// 3- Scan the warps' results to know the "global" numbers.
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//
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// First 4 warps scan the numbers of points per child (inclusive scan).
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if (warp_id < 4) {
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int num_pts = tile32.thread_rank() < NUM_WARPS_PER_BLOCK
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? s_num_pts[warp_id][tile32.thread_rank()]
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: 0;
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#pragma unroll
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for (int offset = 1; offset < NUM_WARPS_PER_BLOCK; offset *= 2) {
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int n = tile32.shfl_up(num_pts, offset);
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if (tile32.thread_rank() >= offset) num_pts += n;
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}
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if (tile32.thread_rank() < NUM_WARPS_PER_BLOCK)
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s_num_pts[warp_id][tile32.thread_rank()] = num_pts;
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}
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cg::sync(cta);
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// Compute global offsets.
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if (warp_id == 0) {
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int sum = s_num_pts[0][NUM_WARPS_PER_BLOCK - 1];
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for (int row = 1; row < 4; ++row) {
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int tmp = s_num_pts[row][NUM_WARPS_PER_BLOCK - 1];
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cg::sync(tile32);
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if (tile32.thread_rank() < NUM_WARPS_PER_BLOCK)
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s_num_pts[row][tile32.thread_rank()] += sum;
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cg::sync(tile32);
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sum += tmp;
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}
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}
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cg::sync(cta);
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// Make the scan exclusive.
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int val = 0;
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if (threadIdx.x < 4 * NUM_WARPS_PER_BLOCK) {
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val = threadIdx.x == 0 ? 0 : smem[threadIdx.x - 1];
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val += node.points_begin();
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}
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cg::sync(cta);
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if (threadIdx.x < 4 * NUM_WARPS_PER_BLOCK) {
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smem[threadIdx.x] = val;
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}
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cg::sync(cta);
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//
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// 4- Move points.
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//
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if (!(params.depth >= params.max_depth ||
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num_points <= params.min_points_per_node)) {
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// Output points.
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Points &out_points = points[(params.point_selector + 1) % 2];
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warp_cnts[0] = s_num_pts[0][warp_id];
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warp_cnts[1] = s_num_pts[1][warp_id];
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warp_cnts[2] = s_num_pts[2][warp_id];
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warp_cnts[3] = s_num_pts[3][warp_id];
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const Points &in_points = points[params.point_selector];
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// Reorder points.
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for (int range_it = range_begin + tile32.thread_rank();
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tile32.any(range_it < range_end); range_it += warpSize) {
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// Is it still an active thread?
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bool is_active = range_it < range_end;
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// Load the coordinates of the point.
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float2 p =
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is_active ? in_points.get_point(range_it) : make_float2(0.0f, 0.0f);
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// Count top-left points.
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bool pred = is_active && p.x < center.x && p.y >= center.y;
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int vote = tile32.ballot(pred);
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int dest = warp_cnts[0] + __popc(vote & lane_mask_lt);
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if (pred) out_points.set_point(dest, p);
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warp_cnts[0] += tile32.shfl(__popc(vote), 0);
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// Count top-right points.
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pred = is_active && p.x >= center.x && p.y >= center.y;
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vote = tile32.ballot(pred);
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dest = warp_cnts[1] + __popc(vote & lane_mask_lt);
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if (pred) out_points.set_point(dest, p);
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warp_cnts[1] += tile32.shfl(__popc(vote), 0);
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// Count bottom-left points.
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pred = is_active && p.x < center.x && p.y < center.y;
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vote = tile32.ballot(pred);
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dest = warp_cnts[2] + __popc(vote & lane_mask_lt);
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if (pred) out_points.set_point(dest, p);
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warp_cnts[2] += tile32.shfl(__popc(vote), 0);
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// Count bottom-right points.
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pred = is_active && p.x >= center.x && p.y < center.y;
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vote = tile32.ballot(pred);
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dest = warp_cnts[3] + __popc(vote & lane_mask_lt);
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|
|
|
if (pred) out_points.set_point(dest, p);
|
|
|
|
warp_cnts[3] += tile32.shfl(__popc(vote), 0);
|
|
}
|
|
}
|
|
|
|
cg::sync(cta);
|
|
|
|
if (tile32.thread_rank() == 0) {
|
|
s_num_pts[0][warp_id] = warp_cnts[0];
|
|
s_num_pts[1][warp_id] = warp_cnts[1];
|
|
s_num_pts[2][warp_id] = warp_cnts[2];
|
|
s_num_pts[3][warp_id] = warp_cnts[3];
|
|
}
|
|
|
|
cg::sync(cta);
|
|
|
|
//
|
|
// 5- Launch new blocks.
|
|
//
|
|
if (!(params.depth >= params.max_depth ||
|
|
num_points <= params.min_points_per_node)) {
|
|
// The last thread launches new blocks.
|
|
if (threadIdx.x == NUM_THREADS_PER_BLOCK - 1) {
|
|
// The children.
|
|
Quadtree_node *children =
|
|
&nodes[params.num_nodes_at_this_level - (node.id() & ~3)];
|
|
|
|
// The offsets of the children at their level.
|
|
int child_offset = 4 * node.id();
|
|
|
|
// Set IDs.
|
|
children[child_offset + 0].set_id(4 * node.id() + 0);
|
|
children[child_offset + 1].set_id(4 * node.id() + 1);
|
|
children[child_offset + 2].set_id(4 * node.id() + 2);
|
|
children[child_offset + 3].set_id(4 * node.id() + 3);
|
|
|
|
const Bounding_box &bbox = node.bounding_box();
|
|
// Points of the bounding-box.
|
|
const float2 &p_min = bbox.get_min();
|
|
const float2 &p_max = bbox.get_max();
|
|
|
|
// Set the bounding boxes of the children.
|
|
children[child_offset + 0].set_bounding_box(p_min.x, center.y, center.x,
|
|
p_max.y); // Top-left.
|
|
children[child_offset + 1].set_bounding_box(center.x, center.y, p_max.x,
|
|
p_max.y); // Top-right.
|
|
children[child_offset + 2].set_bounding_box(p_min.x, p_min.y, center.x,
|
|
center.y); // Bottom-left.
|
|
children[child_offset + 3].set_bounding_box(center.x, p_min.y, p_max.x,
|
|
center.y); // Bottom-right.
|
|
|
|
// Set the ranges of the children.
|
|
|
|
children[child_offset + 0].set_range(node.points_begin(),
|
|
s_num_pts[0][warp_id]);
|
|
children[child_offset + 1].set_range(s_num_pts[0][warp_id],
|
|
s_num_pts[1][warp_id]);
|
|
children[child_offset + 2].set_range(s_num_pts[1][warp_id],
|
|
s_num_pts[2][warp_id]);
|
|
children[child_offset + 3].set_range(s_num_pts[2][warp_id],
|
|
s_num_pts[3][warp_id]);
|
|
|
|
// Launch 4 children.
|
|
build_quadtree_kernel<NUM_THREADS_PER_BLOCK><<<
|
|
4, NUM_THREADS_PER_BLOCK, 4 * NUM_WARPS_PER_BLOCK * sizeof(int)>>>(
|
|
&children[child_offset], points, Parameters(params, true));
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// Make sure a Quadtree is properly defined.
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
bool check_quadtree(const Quadtree_node *nodes, int idx, int num_pts,
|
|
Points *pts, Parameters params) {
|
|
const Quadtree_node &node = nodes[idx];
|
|
int num_points = node.num_points();
|
|
|
|
if (!(params.depth == params.max_depth ||
|
|
num_points <= params.min_points_per_node)) {
|
|
int num_points_in_children = 0;
|
|
|
|
num_points_in_children +=
|
|
nodes[params.num_nodes_at_this_level + 4 * idx + 0].num_points();
|
|
num_points_in_children +=
|
|
nodes[params.num_nodes_at_this_level + 4 * idx + 1].num_points();
|
|
num_points_in_children +=
|
|
nodes[params.num_nodes_at_this_level + 4 * idx + 2].num_points();
|
|
num_points_in_children +=
|
|
nodes[params.num_nodes_at_this_level + 4 * idx + 3].num_points();
|
|
|
|
if (num_points_in_children != node.num_points()) return false;
|
|
|
|
return check_quadtree(&nodes[params.num_nodes_at_this_level], 4 * idx + 0,
|
|
num_pts, pts, Parameters(params, true)) &&
|
|
check_quadtree(&nodes[params.num_nodes_at_this_level], 4 * idx + 1,
|
|
num_pts, pts, Parameters(params, true)) &&
|
|
check_quadtree(&nodes[params.num_nodes_at_this_level], 4 * idx + 2,
|
|
num_pts, pts, Parameters(params, true)) &&
|
|
check_quadtree(&nodes[params.num_nodes_at_this_level], 4 * idx + 3,
|
|
num_pts, pts, Parameters(params, true));
|
|
}
|
|
|
|
const Bounding_box &bbox = node.bounding_box();
|
|
|
|
for (int it = node.points_begin(); it < node.points_end(); ++it) {
|
|
if (it >= num_pts) return false;
|
|
|
|
float2 p = pts->get_point(it);
|
|
|
|
if (!bbox.contains(p)) return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// Parallel random number generator.
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
struct Random_generator {
|
|
int count;
|
|
|
|
__host__ __device__ Random_generator() : count(0) {}
|
|
__host__ __device__ unsigned int hash(unsigned int a) {
|
|
a = (a + 0x7ed55d16) + (a << 12);
|
|
a = (a ^ 0xc761c23c) ^ (a >> 19);
|
|
a = (a + 0x165667b1) + (a << 5);
|
|
a = (a + 0xd3a2646c) ^ (a << 9);
|
|
a = (a + 0xfd7046c5) + (a << 3);
|
|
a = (a ^ 0xb55a4f09) ^ (a >> 16);
|
|
return a;
|
|
}
|
|
|
|
__host__ __device__ __forceinline__ thrust::tuple<float, float> operator()() {
|
|
#ifdef __CUDA_ARCH__
|
|
unsigned seed = hash(blockIdx.x * blockDim.x + threadIdx.x + count);
|
|
// thrust::generate may call operator() more than once per thread.
|
|
// Hence, increment count by grid size to ensure uniqueness of seed
|
|
count += blockDim.x * gridDim.x;
|
|
#else
|
|
unsigned seed = hash(0);
|
|
#endif
|
|
thrust::default_random_engine rng(seed);
|
|
thrust::random::uniform_real_distribution<float> distrib;
|
|
return thrust::make_tuple(distrib(rng), distrib(rng));
|
|
}
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// Allocate GPU structs, launch kernel and clean up
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
bool cdpQuadtree(int warp_size) {
|
|
// Constants to control the algorithm.
|
|
const int num_points = 1024;
|
|
const int max_depth = 8;
|
|
const int min_points_per_node = 16;
|
|
|
|
// Allocate memory for points.
|
|
thrust::device_vector<float> x_d0(num_points);
|
|
thrust::device_vector<float> x_d1(num_points);
|
|
thrust::device_vector<float> y_d0(num_points);
|
|
thrust::device_vector<float> y_d1(num_points);
|
|
|
|
// Generate random points.
|
|
Random_generator rnd;
|
|
thrust::generate(
|
|
thrust::make_zip_iterator(thrust::make_tuple(x_d0.begin(), y_d0.begin())),
|
|
thrust::make_zip_iterator(thrust::make_tuple(x_d0.end(), y_d0.end())),
|
|
rnd);
|
|
|
|
// Host structures to analyze the device ones.
|
|
Points points_init[2];
|
|
points_init[0].set(thrust::raw_pointer_cast(&x_d0[0]),
|
|
thrust::raw_pointer_cast(&y_d0[0]));
|
|
points_init[1].set(thrust::raw_pointer_cast(&x_d1[0]),
|
|
thrust::raw_pointer_cast(&y_d1[0]));
|
|
|
|
// Allocate memory to store points.
|
|
Points *points;
|
|
checkCudaErrors(cudaMalloc((void **)&points, 2 * sizeof(Points)));
|
|
checkCudaErrors(cudaMemcpy(points, points_init, 2 * sizeof(Points),
|
|
cudaMemcpyHostToDevice));
|
|
|
|
// We could use a close form...
|
|
int max_nodes = 0;
|
|
|
|
for (int i = 0, num_nodes_at_level = 1; i < max_depth;
|
|
++i, num_nodes_at_level *= 4)
|
|
max_nodes += num_nodes_at_level;
|
|
|
|
// Allocate memory to store the tree.
|
|
Quadtree_node root;
|
|
root.set_range(0, num_points);
|
|
Quadtree_node *nodes;
|
|
checkCudaErrors(
|
|
cudaMalloc((void **)&nodes, max_nodes * sizeof(Quadtree_node)));
|
|
checkCudaErrors(
|
|
cudaMemcpy(nodes, &root, sizeof(Quadtree_node), cudaMemcpyHostToDevice));
|
|
|
|
// Build the quadtree.
|
|
Parameters params(max_depth, min_points_per_node);
|
|
std::cout << "Launching CDP kernel to build the quadtree" << std::endl;
|
|
const int NUM_THREADS_PER_BLOCK = 128; // Do not use less than 128 threads.
|
|
const int NUM_WARPS_PER_BLOCK = NUM_THREADS_PER_BLOCK / warp_size;
|
|
const size_t smem_size = 4 * NUM_WARPS_PER_BLOCK * sizeof(int);
|
|
build_quadtree_kernel<
|
|
NUM_THREADS_PER_BLOCK><<<1, NUM_THREADS_PER_BLOCK, smem_size>>>(
|
|
nodes, points, params);
|
|
checkCudaErrors(cudaGetLastError());
|
|
|
|
// Copy points to CPU.
|
|
thrust::host_vector<float> x_h(x_d0);
|
|
thrust::host_vector<float> y_h(y_d0);
|
|
Points host_points;
|
|
host_points.set(thrust::raw_pointer_cast(&x_h[0]),
|
|
thrust::raw_pointer_cast(&y_h[0]));
|
|
|
|
// Copy nodes to CPU.
|
|
Quadtree_node *host_nodes = new Quadtree_node[max_nodes];
|
|
checkCudaErrors(cudaMemcpy(host_nodes, nodes,
|
|
max_nodes * sizeof(Quadtree_node),
|
|
cudaMemcpyDeviceToHost));
|
|
|
|
// Validate the results.
|
|
bool ok = check_quadtree(host_nodes, 0, num_points, &host_points, params);
|
|
std::cout << "Results: " << (ok ? "OK" : "FAILED") << std::endl;
|
|
|
|
// Free CPU memory.
|
|
delete[] host_nodes;
|
|
|
|
// Free memory.
|
|
checkCudaErrors(cudaFree(nodes));
|
|
checkCudaErrors(cudaFree(points));
|
|
|
|
return ok;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// Main entry point.
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
int main(int argc, char **argv) {
|
|
// Find/set the device.
|
|
// The test requires an architecture SM35 or greater (CDP capable).
|
|
int cuda_device = findCudaDevice(argc, (const char **)argv);
|
|
cudaDeviceProp deviceProps;
|
|
checkCudaErrors(cudaGetDeviceProperties(&deviceProps, cuda_device));
|
|
int cdpCapable = (deviceProps.major == 3 && deviceProps.minor >= 5) ||
|
|
deviceProps.major >= 4;
|
|
|
|
printf("GPU device %s has compute capabilities (SM %d.%d)\n",
|
|
deviceProps.name, deviceProps.major, deviceProps.minor);
|
|
|
|
if (!cdpCapable) {
|
|
std::cerr << "cdpQuadTree requires SM 3.5 or higher to use CUDA Dynamic "
|
|
"Parallelism. Exiting...\n"
|
|
<< std::endl;
|
|
exit(EXIT_WAIVED);
|
|
}
|
|
|
|
bool ok = cdpQuadtree(deviceProps.warpSize);
|
|
|
|
return (ok ? EXIT_SUCCESS : EXIT_FAILURE);
|
|
}
|