added wc-timer

This commit is contained in:
Evghenii
2013-11-10 14:15:16 +01:00
parent 0dfe823c32
commit 7d4ea1b6f0
6 changed files with 177 additions and 15 deletions

View File

@@ -3,9 +3,9 @@ TASK_CXX=../tasksys.cpp
TASK_LIB=-lpthread
TASK_OBJ=objs/tasksys.o
CXX=clang++
CXX=icc -openmp
CXXFLAGS+=-Iobjs/ -O2
CC=clang
CC=icc -openmp
CCFLAGS+=-Iobjs/ -O2
LIBS=-lm $(TASK_LIB) -lstdc++

View File

@@ -51,8 +51,8 @@
#endif // ISPC_IS_LINUX
// Currently tile widths must be a multiple of SIMD width (i.e. 8 for ispc sse4x2)!
#define MIN_TILE_WIDTH 16
#define MIN_TILE_HEIGHT 16
//#define MIN_TILE_WIDTH 16
//#define MIN_TILE_HEIGHT 16
#define DYNAMIC_TREE_LEVELS 5

View File

@@ -51,8 +51,8 @@
#endif // ISPC_IS_LINUX
// Currently tile widths must be a multiple of SIMD width (i.e. 8 for ispc sse4x2)!
#define MIN_TILE_WIDTH 16
#define MIN_TILE_HEIGHT 16
//#define MIN_TILE_WIDTH 64
//#define MIN_TILE_HEIGHT 16
#define DYNAMIC_TREE_LEVELS 5
@@ -247,7 +247,7 @@ ShadeDynamicTileRecurse(InputData *input, int level, int tileX, int tileY,
ispc::ShadeTile(
startX, endX, startY, endY,
input->header.framebufferWidth, input->header.framebufferHeight,
&input->arrays,
input->arrays,
input->header.cameraProj[0][0], input->header.cameraProj[1][1],
input->header.cameraProj[2][2], input->header.cameraProj[3][2],
lightIndices, numLights, VISUALIZE_LIGHT_COUNT,

View File

@@ -472,7 +472,6 @@ RenderTile(uniform int num_groups_x, uniform int num_groups_y,
uniform float cameraProj_22 = inputHeader.cameraProj[2][2];
uniform float cameraProj_32 = inputHeader.cameraProj[3][2];
// Light intersection: figure out which lights illuminate this tile.
uniform int tileLightIndices[MAX_LIGHTS]; // Light list for the tile
uniform int numTileLights =
@@ -490,7 +489,6 @@ RenderTile(uniform int num_groups_x, uniform int num_groups_y,
inputData.lightAttenuationEnd,
tileLightIndices);
// And now shade the tile, using the lights in tileLightIndices
ShadeTile(tile_start_x, tile_end_x, tile_start_y, tile_end_y,
framebufferWidth, framebufferHeight, inputData,
@@ -521,3 +519,154 @@ RenderStatic(uniform InputHeader &inputHeader,
framebuffer_r, framebuffer_g, framebuffer_b);
}
///////////////////////////////////////////////////////////////////////////
// Routines for dynamic decomposition path
// This computes the z min/max range for a whole row worth of tiles.
export void
ComputeZBoundsRow(
uniform int32 tileY,
uniform int32 tileWidth, uniform int32 tileHeight,
uniform int32 numTilesX, uniform int32 numTilesY,
// G-buffer data
uniform float zBuffer[],
uniform int32 gBufferWidth,
// Camera data
uniform float cameraProj_33, uniform float cameraProj_43,
uniform float cameraNear, uniform float cameraFar,
// Output
uniform float minZArray[],
uniform float maxZArray[]
)
{
for (uniform int32 tileX = 0; tileX < numTilesX; ++tileX) {
uniform float minZ, maxZ;
ComputeZBounds(
tileX * tileWidth, tileX * tileWidth + tileWidth,
tileY * tileHeight, tileY * tileHeight + tileHeight,
zBuffer, gBufferWidth,
cameraProj_33, cameraProj_43, cameraNear, cameraFar,
minZ, maxZ);
minZArray[tileX] = minZ;
maxZArray[tileX] = maxZ;
}
}
// Reclassifies the lights with respect to four sub-tiles when we refine a tile.
// numLights need not be a multiple of programCount here, but the input and output arrays
// should be able to handle programCount-sized load/stores.
export void
SplitTileMinMax(
uniform int32 tileMidX, uniform int32 tileMidY,
// Subtile data (00, 10, 01, 11)
uniform float subtileMinZ[],
uniform float subtileMaxZ[],
// G-buffer data
uniform int32 gBufferWidth, uniform int32 gBufferHeight,
// Camera data
uniform float cameraProj_11, uniform float cameraProj_22,
// Light Data
uniform int32 lightIndices[],
uniform int32 numLights,
uniform float light_positionView_x_array[],
uniform float light_positionView_y_array[],
uniform float light_positionView_z_array[],
uniform float light_attenuationEnd_array[],
// Outputs
uniform int32 subtileIndices[],
uniform int32 subtileIndicesPitch,
uniform int32 subtileNumLights[]
)
{
uniform float gBufferScale_x = 0.5f * (float)gBufferWidth;
uniform float gBufferScale_y = 0.5f * (float)gBufferHeight;
uniform float frustumPlanes_xy[2] = { -(cameraProj_11 * gBufferScale_x),
(cameraProj_22 * gBufferScale_y) };
uniform float frustumPlanes_z[2] = { tileMidX - gBufferScale_x,
tileMidY - gBufferScale_y };
// Normalize
uniform float norm[2] = { rsqrt(frustumPlanes_xy[0] * frustumPlanes_xy[0] +
frustumPlanes_z[0] * frustumPlanes_z[0]),
rsqrt(frustumPlanes_xy[1] * frustumPlanes_xy[1] +
frustumPlanes_z[1] * frustumPlanes_z[1]) };
frustumPlanes_xy[0] *= norm[0];
frustumPlanes_xy[1] *= norm[1];
frustumPlanes_z[0] *= norm[0];
frustumPlanes_z[1] *= norm[1];
// Initialize
uniform int32 subtileLightOffset[4];
subtileLightOffset[0] = 0 * subtileIndicesPitch;
subtileLightOffset[1] = 1 * subtileIndicesPitch;
subtileLightOffset[2] = 2 * subtileIndicesPitch;
subtileLightOffset[3] = 3 * subtileIndicesPitch;
foreach (i = 0 ... numLights) {
int32 lightIndex = lightIndices[i];
float light_positionView_x = light_positionView_x_array[lightIndex];
float light_positionView_y = light_positionView_y_array[lightIndex];
float light_positionView_z = light_positionView_z_array[lightIndex];
float light_attenuationEnd = light_attenuationEnd_array[lightIndex];
float light_attenuationEndNeg = -light_attenuationEnd;
// Test lights again subtile z bounds
bool inFrustum[4];
inFrustum[0] = (light_positionView_z - subtileMinZ[0] >= light_attenuationEndNeg) &&
(subtileMaxZ[0] - light_positionView_z >= light_attenuationEndNeg);
inFrustum[1] = (light_positionView_z - subtileMinZ[1] >= light_attenuationEndNeg) &&
(subtileMaxZ[1] - light_positionView_z >= light_attenuationEndNeg);
inFrustum[2] = (light_positionView_z - subtileMinZ[2] >= light_attenuationEndNeg) &&
(subtileMaxZ[2] - light_positionView_z >= light_attenuationEndNeg);
inFrustum[3] = (light_positionView_z - subtileMinZ[3] >= light_attenuationEndNeg) &&
(subtileMaxZ[3] - light_positionView_z >= light_attenuationEndNeg);
float dx = light_positionView_z * frustumPlanes_z[0] +
light_positionView_x * frustumPlanes_xy[0];
float dy = light_positionView_z * frustumPlanes_z[1] +
light_positionView_y * frustumPlanes_xy[1];
cif (abs(dx) > light_attenuationEnd) {
bool positiveX = dx > 0.0f;
inFrustum[0] = inFrustum[0] && positiveX; // 00 subtile
inFrustum[1] = inFrustum[1] && !positiveX; // 10 subtile
inFrustum[2] = inFrustum[2] && positiveX; // 01 subtile
inFrustum[3] = inFrustum[3] && !positiveX; // 11 subtile
}
cif (abs(dy) > light_attenuationEnd) {
bool positiveY = dy > 0.0f;
inFrustum[0] = inFrustum[0] && positiveY; // 00 subtile
inFrustum[1] = inFrustum[1] && positiveY; // 10 subtile
inFrustum[2] = inFrustum[2] && !positiveY; // 01 subtile
inFrustum[3] = inFrustum[3] && !positiveY; // 11 subtile
}
// Pack and store intersecting lights
// TODO: Experiment with a loop here instead
cif (inFrustum[0])
subtileLightOffset[0] +=
packed_store_active(&subtileIndices[subtileLightOffset[0]],
lightIndex);
cif (inFrustum[1])
subtileLightOffset[1] +=
packed_store_active(&subtileIndices[subtileLightOffset[1]],
lightIndex);
cif (inFrustum[2])
subtileLightOffset[2] +=
packed_store_active(&subtileIndices[subtileLightOffset[2]],
lightIndex);
cif (inFrustum[3])
subtileLightOffset[3] +=
packed_store_active(&subtileIndices[subtileLightOffset[3]],
lightIndex);
}
subtileNumLights[0] = subtileLightOffset[0] - 0 * subtileIndicesPitch;
subtileNumLights[1] = subtileLightOffset[1] - 1 * subtileIndicesPitch;
subtileNumLights[2] = subtileLightOffset[2] - 2 * subtileIndicesPitch;
subtileNumLights[3] = subtileLightOffset[3] - 3 * subtileIndicesPitch;
}

View File

@@ -59,6 +59,19 @@
#include "kernels_ispc.h"
#include "../timing.h"
#include <sys/time.h>
static inline double rtc(void)
{
struct timeval Tvalue;
double etime;
struct timezone dummy;
gettimeofday(&Tvalue,&dummy);
etime = (double) Tvalue.tv_sec +
1.e-6*((double) Tvalue.tv_usec);
return etime;
}
///////////////////////////////////////////////////////////////////////////
int main(int argc, char** argv) {
@@ -85,12 +98,12 @@ int main(int argc, char** argv) {
double ispcCycles = 1e30;
for (int i = 0; i < 5; ++i) {
framebuffer.clear();
reset_and_start_timer();
const double t0 = rtc();
for (int j = 0; j < nframes; ++j)
ispc::RenderStatic(input->header, input->arrays,
VISUALIZE_LIGHT_COUNT,
framebuffer.r, framebuffer.g, framebuffer.b);
double mcycles = get_elapsed_mcycles() / nframes;
double mcycles = 1000*(rtc() - t0) / nframes;
ispcCycles = std::min(ispcCycles, mcycles);
}
printf("[ispc static + tasks]:\t\t[%.3f] million cycles to render "
@@ -102,10 +115,10 @@ int main(int argc, char** argv) {
double dynamicCilkCycles = 1e30;
for (int i = 0; i < 5; ++i) {
framebuffer.clear();
reset_and_start_timer();
const double t0 = rtc();
for (int j = 0; j < nframes; ++j)
DispatchDynamicCilk(input, &framebuffer);
double mcycles = get_elapsed_mcycles() / nframes;
double mcycles = 1000*(rtc() - t0) / nframes;
dynamicCilkCycles = std::min(dynamicCilkCycles, mcycles);
}
printf("[ispc + Cilk dynamic]:\t\t[%.3f] million cycles to render image\n",
@@ -116,10 +129,10 @@ int main(int argc, char** argv) {
double serialCycles = 1e30;
for (int i = 0; i < 5; ++i) {
framebuffer.clear();
reset_and_start_timer();
const double t0 = rtc();
for (int j = 0; j < nframes; ++j)
DispatchDynamicC(input, &framebuffer);
double mcycles = get_elapsed_mcycles() / nframes;
double mcycles = 1000*(rtc() - t0) / nframes;
serialCycles = std::min(serialCycles, mcycles);
}
printf("[C++ serial dynamic, 1 core]:\t[%.3f] million cycles to render image\n",