openEMS/FDTD/engine_sse.cpp
Sebastian Held 384cfe5677 bugfix Windows: FTZ and DAZ bits in SSE computation unit is thread dependent.
This fix sets the FTZ ans DAZ bits in every thread to gain the speedup.
Linux seems to store these bits per process rather than per thread.
2012-10-06 20:50:36 +02:00

177 lines
7.4 KiB
C++

/*
* Copyright (C) 2010 Thorsten Liebig (Thorsten.Liebig@gmx.de)
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <xmmintrin.h>
#include "engine_sse.h"
//! \brief construct an Engine_sse instance
//! it's the responsibility of the caller to free the returned pointer
Engine_sse* Engine_sse::New(const Operator_sse* op)
{
cout << "Create FDTD engine (SSE)" << endl;
Engine_sse* e = new Engine_sse(op);
e->Init();
return e;
}
Engine_sse::Engine_sse(const Operator_sse* op) : Engine(op)
{
m_type = SSE;
Op = op;
f4_volt = 0;
f4_curr = 0;
numVectors = ceil((double)numLines[2]/4.0);
// speed up the calculation of denormal floating point values (flush-to-zero)
#ifndef SSE_CORRECT_DENORMALS
unsigned int oldMXCSR = _mm_getcsr(); //read the old MXCSR setting
unsigned int newMXCSR = oldMXCSR | 0x8040; // set DAZ and FZ bits
_mm_setcsr( newMXCSR ); //write the new MXCSR setting to the MXCSR
#endif
}
Engine_sse::~Engine_sse()
{
//_mm_setcsr( oldMXCSR ); // restore old setting
Reset();
}
void Engine_sse::Init()
{
Engine::Init();
Delete_N_3DArray(volt,numLines);
volt=NULL; // not used
Delete_N_3DArray(curr,numLines);
curr=NULL; // not used
f4_volt = Create_N_3DArray_v4sf(numLines);
f4_curr = Create_N_3DArray_v4sf(numLines);
}
void Engine_sse::Reset()
{
Engine::Reset();
Delete_N_3DArray_v4sf(f4_volt,numLines);
f4_volt = 0;
Delete_N_3DArray_v4sf(f4_curr,numLines);
f4_curr = 0;
}
void Engine_sse::UpdateVoltages(unsigned int startX, unsigned int numX)
{
unsigned int pos[3];
bool shift[2];
f4vector temp;
pos[0] = startX;
for (unsigned int posX=0; posX<numX; ++posX)
{
shift[0]=pos[0];
for (pos[1]=0; pos[1]<numLines[1]; ++pos[1])
{
shift[1]=pos[1];
for (pos[2]=1; pos[2]<numVectors; ++pos[2])
{
// x-polarization
f4_volt[0][pos[0]][pos[1]][pos[2]].v *= Op->f4_vv[0][pos[0]][pos[1]][pos[2]].v;
f4_volt[0][pos[0]][pos[1]][pos[2]].v += Op->f4_vi[0][pos[0]][pos[1]][pos[2]].v * ( f4_curr[2][pos[0]][pos[1]][pos[2]].v - f4_curr[2][pos[0]][pos[1]-shift[1]][pos[2]].v - f4_curr[1][pos[0]][pos[1]][pos[2]].v + f4_curr[1][pos[0]][pos[1]][pos[2]-1].v );
// y-polarization
f4_volt[1][pos[0]][pos[1]][pos[2]].v *= Op->f4_vv[1][pos[0]][pos[1]][pos[2]].v;
f4_volt[1][pos[0]][pos[1]][pos[2]].v += Op->f4_vi[1][pos[0]][pos[1]][pos[2]].v * ( f4_curr[0][pos[0]][pos[1]][pos[2]].v - f4_curr[0][pos[0]][pos[1]][pos[2]-1].v - f4_curr[2][pos[0]][pos[1]][pos[2]].v + f4_curr[2][pos[0]-shift[0]][pos[1]][pos[2]].v);
// z-polarization
f4_volt[2][pos[0]][pos[1]][pos[2]].v *= Op->f4_vv[2][pos[0]][pos[1]][pos[2]].v;
f4_volt[2][pos[0]][pos[1]][pos[2]].v += Op->f4_vi[2][pos[0]][pos[1]][pos[2]].v * ( f4_curr[1][pos[0]][pos[1]][pos[2]].v - f4_curr[1][pos[0]-shift[0]][pos[1]][pos[2]].v - f4_curr[0][pos[0]][pos[1]][pos[2]].v + f4_curr[0][pos[0]][pos[1]-shift[1]][pos[2]].v);
}
// for pos[2] = 0
// x-polarization
temp.f[0] = 0;
temp.f[1] = f4_curr[1][pos[0]][pos[1]][numVectors-1].f[0];
temp.f[2] = f4_curr[1][pos[0]][pos[1]][numVectors-1].f[1];
temp.f[3] = f4_curr[1][pos[0]][pos[1]][numVectors-1].f[2];
f4_volt[0][pos[0]][pos[1]][0].v *= Op->f4_vv[0][pos[0]][pos[1]][0].v;
f4_volt[0][pos[0]][pos[1]][0].v += Op->f4_vi[0][pos[0]][pos[1]][0].v * ( f4_curr[2][pos[0]][pos[1]][0].v - f4_curr[2][pos[0]][pos[1]-shift[1]][0].v - f4_curr[1][pos[0]][pos[1]][0].v + temp.v );
// y-polarization
temp.f[0] = 0;
temp.f[1] = f4_curr[0][pos[0]][pos[1]][numVectors-1].f[0];
temp.f[2] = f4_curr[0][pos[0]][pos[1]][numVectors-1].f[1];
temp.f[3] = f4_curr[0][pos[0]][pos[1]][numVectors-1].f[2];
f4_volt[1][pos[0]][pos[1]][0].v *= Op->f4_vv[1][pos[0]][pos[1]][0].v;
f4_volt[1][pos[0]][pos[1]][0].v += Op->f4_vi[1][pos[0]][pos[1]][0].v * ( f4_curr[0][pos[0]][pos[1]][0].v - temp.v - f4_curr[2][pos[0]][pos[1]][0].v + f4_curr[2][pos[0]-shift[0]][pos[1]][0].v);
// z-polarization
f4_volt[2][pos[0]][pos[1]][0].v *= Op->f4_vv[2][pos[0]][pos[1]][0].v;
f4_volt[2][pos[0]][pos[1]][0].v += Op->f4_vi[2][pos[0]][pos[1]][0].v * ( f4_curr[1][pos[0]][pos[1]][0].v - f4_curr[1][pos[0]-shift[0]][pos[1]][0].v - f4_curr[0][pos[0]][pos[1]][0].v + f4_curr[0][pos[0]][pos[1]-shift[1]][0].v);
}
++pos[0];
}
}
void Engine_sse::UpdateCurrents(unsigned int startX, unsigned int numX)
{
unsigned int pos[5];
f4vector temp;
pos[0] = startX;
for (unsigned int posX=0; posX<numX; ++posX)
{
for (pos[1]=0; pos[1]<numLines[1]-1; ++pos[1])
{
for (pos[2]=0; pos[2]<numVectors-1; ++pos[2])
{
// x-pol
f4_curr[0][pos[0]][pos[1]][pos[2]].v *= Op->f4_ii[0][pos[0]][pos[1]][pos[2]].v;
f4_curr[0][pos[0]][pos[1]][pos[2]].v += Op->f4_iv[0][pos[0]][pos[1]][pos[2]].v * ( f4_volt[2][pos[0]][pos[1]][pos[2]].v - f4_volt[2][pos[0]][pos[1]+1][pos[2]].v - f4_volt[1][pos[0]][pos[1]][pos[2]].v + f4_volt[1][pos[0]][pos[1]][pos[2]+1].v);
// y-pol
f4_curr[1][pos[0]][pos[1]][pos[2]].v *= Op->f4_ii[1][pos[0]][pos[1]][pos[2]].v;
f4_curr[1][pos[0]][pos[1]][pos[2]].v += Op->f4_iv[1][pos[0]][pos[1]][pos[2]].v * ( f4_volt[0][pos[0]][pos[1]][pos[2]].v - f4_volt[0][pos[0]][pos[1]][pos[2]+1].v - f4_volt[2][pos[0]][pos[1]][pos[2]].v + f4_volt[2][pos[0]+1][pos[1]][pos[2]].v);
// z-pol
f4_curr[2][pos[0]][pos[1]][pos[2]].v *= Op->f4_ii[2][pos[0]][pos[1]][pos[2]].v;
f4_curr[2][pos[0]][pos[1]][pos[2]].v += Op->f4_iv[2][pos[0]][pos[1]][pos[2]].v * ( f4_volt[1][pos[0]][pos[1]][pos[2]].v - f4_volt[1][pos[0]+1][pos[1]][pos[2]].v - f4_volt[0][pos[0]][pos[1]][pos[2]].v + f4_volt[0][pos[0]][pos[1]+1][pos[2]].v);
}
// for pos[2] = numVectors-1
// x-pol
temp.f[0] = f4_volt[1][pos[0]][pos[1]][0].f[1];
temp.f[1] = f4_volt[1][pos[0]][pos[1]][0].f[2];
temp.f[2] = f4_volt[1][pos[0]][pos[1]][0].f[3];
temp.f[3] = 0;
f4_curr[0][pos[0]][pos[1]][numVectors-1].v *= Op->f4_ii[0][pos[0]][pos[1]][numVectors-1].v;
f4_curr[0][pos[0]][pos[1]][numVectors-1].v += Op->f4_iv[0][pos[0]][pos[1]][numVectors-1].v * ( f4_volt[2][pos[0]][pos[1]][numVectors-1].v - f4_volt[2][pos[0]][pos[1]+1][numVectors-1].v - f4_volt[1][pos[0]][pos[1]][numVectors-1].v + temp.v);
// y-pol
temp.f[0] = f4_volt[0][pos[0]][pos[1]][0].f[1];
temp.f[1] = f4_volt[0][pos[0]][pos[1]][0].f[2];
temp.f[2] = f4_volt[0][pos[0]][pos[1]][0].f[3];
temp.f[3] = 0;
f4_curr[1][pos[0]][pos[1]][numVectors-1].v *= Op->f4_ii[1][pos[0]][pos[1]][numVectors-1].v;
f4_curr[1][pos[0]][pos[1]][numVectors-1].v += Op->f4_iv[1][pos[0]][pos[1]][numVectors-1].v * ( f4_volt[0][pos[0]][pos[1]][numVectors-1].v - temp.v - f4_volt[2][pos[0]][pos[1]][numVectors-1].v + f4_volt[2][pos[0]+1][pos[1]][numVectors-1].v);
// z-pol
f4_curr[2][pos[0]][pos[1]][numVectors-1].v *= Op->f4_ii[2][pos[0]][pos[1]][numVectors-1].v;
f4_curr[2][pos[0]][pos[1]][numVectors-1].v += Op->f4_iv[2][pos[0]][pos[1]][numVectors-1].v * ( f4_volt[1][pos[0]][pos[1]][numVectors-1].v - f4_volt[1][pos[0]+1][pos[1]][numVectors-1].v - f4_volt[0][pos[0]][pos[1]][numVectors-1].v + f4_volt[0][pos[0]][pos[1]+1][numVectors-1].v);
}
++pos[0];
}
}