コード例 #1
0
        // Render the fractal on a single thread using raw Vector<float> data types
        // For a well commented version, go see VectorFloatRenderer.RenderSingleThreadedWithADT in VectorFloat.cs
        public override bool RenderSingleThreaded(double xmind, double xmaxd, double ymind, double ymaxd, double stepd, int maxIterations)
        {
            float xmin = (float)xmind;
            float xmax = (float)xmaxd;
            float ymin = (float)ymind;
            float ymax = (float)ymaxd;
            float step = (float)stepd;

            // Initialize a pile of method constant vectors
            Vector <float> vmax_iters = new Vector <float>((float)maxIterations);
            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++)
            {
                if (Abort)
                {
                    return(false);
                }
                int xp = 0;
                for (Vector <float> vx = vxmin; Vector.LessThanOrEqualAll(vx, vxmax); vx += vinc, xp += Vector <int> .Count)
                {
                    Vector <float> accumx = vx;
                    Vector <float> accumy = vy;

                    Vector <float> viters    = Vector <float> .Zero;
                    Vector <float> increment = Vector <float> .One;
                    do
                    {
                        // This is work that can be vectorized
                        Vector <float> naccumx = accumx * accumx - accumy * accumy;
                        Vector <float> naccumy = accumx * accumy + accumx * accumy;
                        accumx = naccumx + vx;
                        accumy = naccumy + vy;
                        // 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;
                        Vector <float> sqabs = accumx * accumx + accumy * accumy;
                        // 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 <float> vCond = Vector.LessThanOrEqual <float>(sqabs, vlimit) &
                                               Vector.LessThanOrEqual <float>(viters, vmax_iters);
                        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 <float> .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, (int)iter));
                }
            }
            return(true);
        }