Beispiel #1
0
        // Render the fractal on a single thread using the ComplexFloatVec data type
        // For a well commented version, go see VectorFloatRenderer.RenderSingleThreadedWithADT in VectorFloat.cs
        public void RenderSingleThreadedWithADT(float xmin, float xmax, float ymin, float ymax, float step)
        {
            Vector <float> vmax_iters = new Vector <float>((float)max_iters);
            Vector <float> vlimit     = new Vector <float>(limit);
            Vector <float> vstep      = new Vector <float>(step);
            Vector <float> vxmax      = new Vector <float>(xmax);
            Vector <float> vinc       = new Vector <float>((float)Vector <float> .Count * step);
            Vector <float> vxmin      = VectorHelper.Create(i => xmin + step * i);

            float y  = ymin;
            int   yp = 0;

            for (Vector <float> vy = new Vector <float>(ymin); y <= ymax && !Abort; vy += vstep, y += step, yp++)
            {
                int xp = 0;
                for (Vector <float> vx = vxmin; Vector.LessThanOrEqualAny(vx, vxmax); vx += vinc, xp += Vector <float> .Count)
                {
                    ComplexVecFloat num   = new ComplexVecFloat(vx, vy);
                    ComplexVecFloat accum = num;

                    Vector <float> viters    = Vector <float> .Zero;
                    Vector <float> increment = Vector <float> .One;
                    do
                    {
                        accum   = accum.square() + num;
                        viters += increment;
                        Vector <float> vCond = Vector.LessThanOrEqual <float>(accum.sqabs(), vlimit) &
                                               Vector.LessThanOrEqual <float>(viters, vmax_iters);
                        increment = increment & vCond;
                    } while (increment != Vector <float> .Zero);

                    viters.ForEach((iter, elemNum) => DrawPixel(xp + elemNum, yp, (int)iter));
                }
            }
        }
Beispiel #2
0
        // Render the fractal on multiple threads using the ComplexFloatVec data type
        // For a well commented version, go see VectorFloatRenderer.RenderSingleThreadedWithADT
        public void RenderMultiThreadedWithADT(float xmin, float xmax, float ymin, float ymax, float step)
        {
            Vector <int>   vmax_iters = new Vector <int>(max_iters);
            Vector <float> vlimit     = new Vector <float>(limit);
            Vector <float> vstep      = new Vector <float>(step);
            Vector <float> vinc       = new Vector <float>((float)Vector <float> .Count * step);
            Vector <float> vxmax      = new Vector <float>(xmax);
            Vector <float> vxmin      = VectorHelper.Create(i => xmin + step * i);

            Parallel.For(0, (int)(((ymax - ymin) / step) + .5f), (yp) =>
            {
                if (Abort)
                {
                    return;
                }

                Vector <float> vy = new Vector <float>(ymin + step * yp);
                int xp            = 0;
                for (Vector <float> vx = vxmin; Vector.LessThanOrEqualAny(vx, vxmax); vx += vinc, xp += Vector <int> .Count)
                {
                    ComplexVecFloat num   = new ComplexVecFloat(vx, vy);
                    ComplexVecFloat accum = num;

                    Vector <int> viters    = Vector <int> .Zero;
                    Vector <int> increment = Vector <int> .One;
                    do
                    {
                        accum              = accum.square() + num;
                        viters            += increment;
                        Vector <int> vCond = Vector.LessThanOrEqual(accum.sqabs(), vlimit) &
                                             Vector.LessThanOrEqual(viters, vmax_iters);
                        increment = increment & vCond;
                    } while (increment != Vector <int> .Zero);

                    viters.ForEach((iter, elemNum) => DrawPixel(xp + elemNum, yp, iter));
                }
            });
        }
        // Render the fractal on multiple threads using the ComplexFloatVec data type
        // For a well commented version, go see VectorFloatRenderer.RenderSingleThreadedWithADT in VectorFloat.cs
        public void RenderMultiThreadedWithADT(float xmin, float xmax, float ymin, float ymax, float step)
        {
            Vector<float> vmax_iters = new Vector<float>((float)max_iters);
            Vector<float> vlimit = new Vector<float>(limit);
            Vector<float> vstep = new Vector<float>(step);
            Vector<float> vinc = new Vector<float>((float)Vector<float>.Count * step);
            Vector<float> vxmax = new Vector<float>(xmax);
            Vector<float> vxmin = VectorHelper.Create(i => xmin + step * i);

            Parallel.For(0, (int)(((ymax - ymin) / step) + .5f), (yp) =>
            {
                if (Abort)
                    return;

                Vector<float> vy = new Vector<float>(ymin + step * yp);
                int xp = 0;
                for (Vector<float> vx = vxmin; Vector.LessThanOrEqualAll(vx, vxmax); vx += vinc, xp += Vector<int>.Count)
                {
                    ComplexVecFloat num = new ComplexVecFloat(vx, vy);
                    ComplexVecFloat accum = num;

                    Vector<float> viters = Vector<float>.Zero;
                    Vector<float> increment = Vector<float>.One;
                    do
                    {
                        accum = accum.square() + num;
                        viters += increment;
                        Vector<float> vCond = Vector.LessThanOrEqual<float>(accum.sqabs(), vlimit) &
                            Vector.LessThanOrEqual<float>(viters, vmax_iters);
                        increment = increment & vCond;
                    } while (increment != Vector<float>.Zero);

                    viters.ForEach((iter, elemNum) => DrawPixel(xp + elemNum, yp, (int)iter));
                }
            });
        }
        // Render the fractal on a single thread using the ComplexFloatVec data type
        // This is the implementation that has the best comments.
        public void RenderSingleThreadedWithADT(float xmin, float xmax, float ymin, float ymax, float step)
        {
            // Initialize a pile of method constant vectors
            Vector<int> vmax_iters = new Vector<int>(max_iters);
            Vector<float> vlimit = new Vector<float>(limit);
            Vector<float> vstep = new Vector<float>(step);
            Vector<float> vxmax = new Vector<float>(xmax);
            Vector<float> vinc = new Vector<float>((float)Vector<float>.Count * step);
            // Use my little helper routine: it's kind of slow, but I find it pleasantly readable.
            // The alternative would be this:
            //    float[] xmins = new float[Vector<float>.Length];
            //    for (int i = 0; i < xmins.Length; i++)
            //        xmins[i] = xmin + step * i;
            //    Vector<float> vxmin = new Vector<float>(xmins);
            // Both allocate some memory, this one just does it in a separate routine :-)
            Vector<float> vxmin = VectorHelper.Create(i => xmin + step * i);

            float y = ymin;
            int yp = 0;
            for (Vector<float> vy = new Vector<float>(ymin);
                 y <= ymax && !Abort;
                 vy += vstep, y += step, yp++)
            {
                int xp = 0;
                for (Vector<float> vx = vxmin;
                     Vector.LessThanOrEqualAny(vx, vxmax); // Vector.{comparision}Any|All return bools, not masks
                     vx += vinc, xp += Vector<int>.Count)
                {
                    ComplexVecFloat num = new ComplexVecFloat(vx, vy);
                    ComplexVecFloat accum = num;

                    Vector<int> viters = Vector<int>.Zero; // Iteration counts start at all zeros
                    Vector<int> increment = Vector<int>.One; // Increment starts out as all ones
                    do
                    {
                        // This is work that can be vectorized
                        accum = accum.square() + num;
                        // Increment the iteration count Only pixels that haven't already hit the
                        // limit will be incremented because the increment variable gets masked below
                        viters += increment;
                        // Create a mask that correspons to the element-wise logical operation
                        // "accum <= limit && iters <= max_iters" Note that the bitwise and is used,
                        // because the Vector.{comparision} operations return masks, not boolean values
                        Vector<int> vCond = Vector.LessThanOrEqual(accum.sqabs(), vlimit) &
                            Vector.LessThanOrEqual(viters, vmax_iters);
                        // increment becomes zero for the elems that have hit the limit because
                        // vCond is a mask of all zeros or ones, based on the results of the
                        // Vector.{comparison} operations
                        increment = increment & vCond;
                        // Keep going until we have no elements that haven't either hit the value
                        // limit or the iteration count
                    } while (increment != Vector<int>.Zero);

                    // This is another little helper I created. It's definitely kind of slow but I
                    // find it pleasantly succinct. It could also be written like this:
                    // 
                    // for (int eNum = 0; eNum < Vector<int>.Length; eNum++) 
                    //     DrawPixel(xp + eNum, yp, viters[eNum]);
                    //
                    // Neither implementation is particularly fast, because pulling individual elements
                    // is a slow operation for vector types.
                    viters.ForEach((iter, elemNum) => DrawPixel(xp + elemNum, yp, iter));
                }
            }
        }
Beispiel #5
0
        // Render the fractal on a single thread using the ComplexFloatVec data type
        // This is the implementation that has the best comments.
        public void RenderSingleThreadedWithADT(float xmin, float xmax, float ymin, float ymax, float step)
        {
            // Initialize a pile of method constant vectors
            Vector <int>   vmax_iters = new Vector <int>(max_iters);
            Vector <float> vlimit     = new Vector <float>(limit);
            Vector <float> vstep      = new Vector <float>(step);
            Vector <float> vxmax      = new Vector <float>(xmax);
            Vector <float> vinc       = new Vector <float>((float)Vector <float> .Count * step);
            // Use my little helper routine: it's kind of slow, but I find it pleasantly readable.
            // The alternative would be this:
            //    float[] xmins = new float[Vector<float>.Count];
            //    for (int i = 0; i < xmins.Count; i++)
            //        xmins[i] = xmin + step * i;
            //    Vector<float> vxmin = new Vector<float>(xmins);
            // Both allocate some memory, this one just does it in a separate routine :-)
            Vector <float> vxmin = VectorHelper.Create(i => xmin + step * i);

            float y  = ymin;
            int   yp = 0;

            for (Vector <float> vy = new Vector <float>(ymin);
                 y <= ymax && !Abort;
                 vy += vstep, y += step, yp++)
            {
                int xp = 0;
                for (Vector <float> vx = vxmin;
                     Vector.LessThanOrEqualAny(vx, vxmax); // Vector.{comparision}Any|All return bools, not masks
                     vx += vinc, xp += Vector <int> .Count)
                {
                    ComplexVecFloat num   = new ComplexVecFloat(vx, vy);
                    ComplexVecFloat accum = num;

                    Vector <int> viters    = Vector <int> .Zero; // Iteration counts start at all zeros
                    Vector <int> increment = Vector <int> .One;  // Increment starts out as all ones
                    do
                    {
                        // This is work that can be vectorized
                        accum = accum.square() + num;
                        // Increment the iteration count Only pixels that haven't already hit the
                        // limit will be incremented because the increment variable gets masked below
                        viters += increment;
                        // Create a mask that correspons to the element-wise logical operation
                        // "accum <= limit && iters <= max_iters" Note that the bitwise and is used,
                        // because the Vector.{comparision} operations return masks, not boolean values
                        Vector <int> vCond = Vector.LessThanOrEqual(accum.sqabs(), vlimit) &
                                             Vector.LessThanOrEqual(viters, vmax_iters);
                        // increment becomes zero for the elems that have hit the limit because
                        // vCond is a mask of all zeros or ones, based on the results of the
                        // Vector.{comparison} operations
                        increment = increment & vCond;
                        // Keep going until we have no elements that haven't either hit the value
                        // limit or the iteration count
                    } while (increment != Vector <int> .Zero);

                    // This is another little helper I created. It's definitely kind of slow but I
                    // find it pleasantly succinct. It could also be written like this:
                    //
                    // for (int eNum = 0; eNum < Vector<int>.Count; eNum++)
                    //     DrawPixel(xp + eNum, yp, viters[eNum]);
                    //
                    // Neither implementation is particularly fast, because pulling individual elements
                    // is a slow operation for vector types.
                    viters.ForEach((iter, elemNum) => DrawPixel(xp + elemNum, yp, iter));
                }
            }
        }
        // Render the fractal on a single thread using the ComplexFloatVec data type
        // For a well commented version, go see VectorFloatRenderer.RenderSingleThreadedWithADT in VectorFloat.cs
        public void RenderSingleThreadedWithADT(float xmin, float xmax, float ymin, float ymax, float step)
        {
            Vector<float> vmax_iters = new Vector<float>((float)max_iters);
            Vector<float> vlimit = new Vector<float>(limit);
            Vector<float> vstep = new Vector<float>(step);
            Vector<float> vxmax = new Vector<float>(xmax);
            Vector<float> vinc = new Vector<float>((float)Vector<float>.Count * step);
            Vector<float> vxmin = VectorHelper.Create(i => xmin + step * i);

            float y = ymin;
            int yp = 0;
            for (Vector<float> vy = new Vector<float>(ymin); y <= ymax && !Abort; vy += vstep, y += step, yp++)
            {
                int xp = 0;
                for (Vector<float> vx = vxmin; Vector.LessThanOrEqualAny(vx, vxmax); vx += vinc, xp += Vector<int>.Count)
                {
                    ComplexVecFloat num = new ComplexVecFloat(vx, vy);
                    ComplexVecFloat accum = num;

                    Vector<float> viters = Vector<float>.Zero;
                    Vector<float> increment = Vector<float>.One;
                    do
                    {
                        accum = accum.square() + num;
                        viters += increment;
                        Vector<float> vCond = Vector.LessThanOrEqual<float>(accum.sqabs(), vlimit) &
                            Vector.LessThanOrEqual<float>(viters, vmax_iters);
                        increment = increment & vCond;
                    } while (increment != Vector<float>.Zero);

                    viters.ForEach((iter, elemNum) => DrawPixel(xp + elemNum, yp, (int)iter));
                }
            }
        }