コード例 #1
0
        //[/LockPositions]

        public SimWindow() : base(800, 600, GraphicsMode.Default, "Gravitational n-body simulation")
        {
            _numBodies = 256*64;
            const float clusterScale = 1.0f;
            const float velocityScale = 1.0f;
            _deltaTime = 0.001f;
            _softeningSquared = 0.00125f;
            _damping = 0.9995f;
            //[CreateWorker]
            _worker = Worker.CreateByFunc(Generate);
            //[/CreateWorker]

            _stopwatch = Stopwatch.StartNew();
            _fpsCalcLag = 128;
            _frameCounter = 0;

            //[CreateSimulatros]
            _simulators = new Queue<ISimulator>();
            var target = GPUModuleTarget.Worker(_worker);

            var simulatorGpuDynamicBlockSizeModule = new GpuDynamicSimulatorModule(target);         // need dispose
            var simulatorGpuDynamicBlockSize64 = simulatorGpuDynamicBlockSizeModule.Create(64);
            var simulatorGpuDynamicBlockSize128 = simulatorGpuDynamicBlockSizeModule.Create(128);
            var simulatorGpuDynamicBlockSize256 = simulatorGpuDynamicBlockSizeModule.Create(256);
            var simulatorGpuDynamicBlockSize512 = simulatorGpuDynamicBlockSizeModule.Create(512);

            var simulatorGpuStaticBlockSizeModule64 = new GpuStaticSimulatorModule64(target);       // need dispose
            var simulatorGpuStaticBlockSizeModule128 = new GpuStaticSimulatorModule128(target);     // need dispose
            var simulatorGpuStaticBlockSizeModule256 = new GpuStaticSimulatorModule256(target);     // need dispose
            var simulatorGpuStaticBlockSizeModule512 = new GpuStaticSimulatorModule512(target);     // need dispose

            // First, enquene one simulator which is 256 blocksize so we can compare with C code for performance.
            _simulators.Enqueue(simulatorGpuStaticBlockSizeModule256);

            // Enqueue several dynamic block size simulators.
            _simulators.Enqueue(simulatorGpuDynamicBlockSize64);
            _simulators.Enqueue(simulatorGpuDynamicBlockSize128);
            _simulators.Enqueue(simulatorGpuDynamicBlockSize256);
            _simulators.Enqueue(simulatorGpuDynamicBlockSize512);

            // Enqueue several static block size simulators.
            _simulators.Enqueue(simulatorGpuStaticBlockSizeModule64);
            _simulators.Enqueue(simulatorGpuStaticBlockSizeModule128);
            _simulators.Enqueue(simulatorGpuStaticBlockSizeModule256);
            _simulators.Enqueue(simulatorGpuStaticBlockSizeModule512);

            // We do not enqueue any cpu simulator as it is much too slow.
            //_simulators.Enqueue(new CpuSimulator(_worker, _numBodies));

            _disposeSimulators = () =>
            {
                simulatorGpuDynamicBlockSizeModule.Dispose();
                simulatorGpuStaticBlockSizeModule64.Dispose();
                simulatorGpuStaticBlockSizeModule128.Dispose();
                simulatorGpuStaticBlockSizeModule256.Dispose();
                simulatorGpuStaticBlockSizeModule512.Dispose();
            };

            _simulator = _simulators.Dequeue();
            //[/CreateSimulatros]

            //[CreateBuffers]
            _buffers = new uint[2];
            for (var i = 0; i < _buffers.Length; i++)
            {
                _buffers[i] = 0;
            }
            GL.GenBuffers(_buffers.Length, _buffers);
            foreach (var buffer in _buffers)
            {
                GL.BindBuffer(BufferTarget.ArrayBuffer, buffer);
                GL.BufferData(BufferTarget.ArrayBuffer,
                              (IntPtr) (Microsoft.FSharp.Core.Operators.SizeOf<float4>()*_numBodies), 
                              IntPtr.Zero, BufferUsageHint.DynamicDraw);
                var size = 0;
                unsafe
                {
                    GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, &size);
                }
                if (size != Microsoft.FSharp.Core.Operators.SizeOf<float4>()*_numBodies)
                {
                    throw new Exception("Pixel Buffer Object allocation failed!");
                }
                GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
                CUDAInterop.cuSafeCall(CUDAInterop.cuGLRegisterBufferObject(buffer));
            }

            _resources = new IntPtr[_buffers.Length];
            for (var i = 0; i < _buffers.Length; i++)
            {
                var res = IntPtr.Zero;
                unsafe
                {
                    CUDAInterop.cuSafeCall(CUDAInterop.cuGraphicsGLRegisterBuffer(&res, _buffers[i], 0u));
                }
                _resources[i] = res;
            }
            //[/CreateBuffers]

            //[FinalizeGL]
            _vel = _worker.Malloc<float4>(_numBodies);

            float4[] hpos, hvel;
            BodyInitializer.Initialize(new BodyInitializer3(), clusterScale, velocityScale, _numBodies, 
                                       out hpos, out hvel);
            _worker.Scatter(hvel, _vel.Ptr, Microsoft.FSharp.Core.FSharpOption<int>.None,
                Microsoft.FSharp.Core.FSharpOption<int>.None);
            LockPos(
                (pos0, pos1) =>
                    _worker.Scatter(hpos, pos1, Microsoft.FSharp.Core.FSharpOption<int>.None,
                        Microsoft.FSharp.Core.FSharpOption<int>.None));

            Help();
            Description();
            //[/FinalizeGL]
        }
コード例 #2
0
        //[/LockPositions]

        public SimWindow() : base(800, 600, GraphicsMode.Default, "Gravitational n-body simulation")
        {
            _numBodies = 256 * 64;
            const float clusterScale  = 1.0f;
            const float velocityScale = 1.0f;

            _deltaTime        = 0.001f;
            _softeningSquared = 0.00125f;
            _damping          = 0.9995f;
            //[CreateWorker]
            _worker = Worker.CreateByFunc(Generate);
            //[/CreateWorker]

            _stopwatch    = Stopwatch.StartNew();
            _fpsCalcLag   = 128;
            _frameCounter = 0;

            //[CreateSimulatros]
            _simulators = new Queue <ISimulator>();
            var target = GPUModuleTarget.Worker(_worker);

            var simulatorGpuDynamicBlockSizeModule = new GpuDynamicSimulatorModule(target);         // need dispose
            var simulatorGpuDynamicBlockSize64     = simulatorGpuDynamicBlockSizeModule.Create(64);
            var simulatorGpuDynamicBlockSize128    = simulatorGpuDynamicBlockSizeModule.Create(128);
            var simulatorGpuDynamicBlockSize256    = simulatorGpuDynamicBlockSizeModule.Create(256);
            var simulatorGpuDynamicBlockSize512    = simulatorGpuDynamicBlockSizeModule.Create(512);

            var simulatorGpuStaticBlockSizeModule64  = new GpuStaticSimulatorModule64(target);      // need dispose
            var simulatorGpuStaticBlockSizeModule128 = new GpuStaticSimulatorModule128(target);     // need dispose
            var simulatorGpuStaticBlockSizeModule256 = new GpuStaticSimulatorModule256(target);     // need dispose
            var simulatorGpuStaticBlockSizeModule512 = new GpuStaticSimulatorModule512(target);     // need dispose

            // First, enquene one simulator which is 256 blocksize so we can compare with C code for performance.
            _simulators.Enqueue(simulatorGpuStaticBlockSizeModule256);

            // Enqueue several dynamic block size simulators.
            _simulators.Enqueue(simulatorGpuDynamicBlockSize64);
            _simulators.Enqueue(simulatorGpuDynamicBlockSize128);
            _simulators.Enqueue(simulatorGpuDynamicBlockSize256);
            _simulators.Enqueue(simulatorGpuDynamicBlockSize512);

            // Enqueue several static block size simulators.
            _simulators.Enqueue(simulatorGpuStaticBlockSizeModule64);
            _simulators.Enqueue(simulatorGpuStaticBlockSizeModule128);
            _simulators.Enqueue(simulatorGpuStaticBlockSizeModule256);
            _simulators.Enqueue(simulatorGpuStaticBlockSizeModule512);

            // We do not enqueue any cpu simulator as it is much too slow.
            //_simulators.Enqueue(new CpuSimulator(_worker, _numBodies));

            _disposeSimulators = () =>
            {
                simulatorGpuDynamicBlockSizeModule.Dispose();
                simulatorGpuStaticBlockSizeModule64.Dispose();
                simulatorGpuStaticBlockSizeModule128.Dispose();
                simulatorGpuStaticBlockSizeModule256.Dispose();
                simulatorGpuStaticBlockSizeModule512.Dispose();
            };

            _simulator = _simulators.Dequeue();
            //[/CreateSimulatros]

            //[CreateBuffers]
            _buffers = new uint[2];
            for (var i = 0; i < _buffers.Length; i++)
            {
                _buffers[i] = 0;
            }
            GL.GenBuffers(_buffers.Length, _buffers);
            foreach (var buffer in _buffers)
            {
                GL.BindBuffer(BufferTarget.ArrayBuffer, buffer);
                GL.BufferData(BufferTarget.ArrayBuffer,
                              (IntPtr)(Microsoft.FSharp.Core.Operators.SizeOf <float4>() * _numBodies),
                              IntPtr.Zero, BufferUsageHint.DynamicDraw);
                var size = 0;
                unsafe
                {
                    GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, &size);
                }
                if (size != Microsoft.FSharp.Core.Operators.SizeOf <float4>() * _numBodies)
                {
                    throw new Exception("Pixel Buffer Object allocation failed!");
                }
                GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
                CUDAInterop.cuSafeCall(CUDAInterop.cuGLRegisterBufferObject(buffer));
            }

            _resources = new IntPtr[_buffers.Length];
            for (var i = 0; i < _buffers.Length; i++)
            {
                var res = IntPtr.Zero;
                unsafe
                {
                    CUDAInterop.cuSafeCall(CUDAInterop.cuGraphicsGLRegisterBuffer(&res, _buffers[i], 0u));
                }
                _resources[i] = res;
            }
            //[/CreateBuffers]

            //[FinalizeGL]
            _vel = _worker.Malloc <float4>(_numBodies);

            float4[] hpos, hvel;
            BodyInitializer.Initialize(new BodyInitializer3(), clusterScale, velocityScale, _numBodies,
                                       out hpos, out hvel);
            _worker.Scatter(hvel, _vel.Ptr, Microsoft.FSharp.Core.FSharpOption <int> .None,
                            Microsoft.FSharp.Core.FSharpOption <int> .None);
            LockPos(
                (pos0, pos1) =>
                _worker.Scatter(hpos, pos1, Microsoft.FSharp.Core.FSharpOption <int> .None,
                                Microsoft.FSharp.Core.FSharpOption <int> .None));

            Help();
            Description();
            //[/FinalizeGL]
        }