📄 acou3d.cpp
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#define BZ_DISABLE_RESTRICT#include <blitz/array.h>#include <blitz/traversal.h>#include <blitz/timer.h>#ifdef BZ_HAVE_STD #include <fstream>#else #include <fstream.h>#endifBZ_USING_NAMESPACE(blitz)#if defined(BZ_FORTRAN_SYMBOLS_WITH_TRAILING_UNDERSCORES) #define acoustic3d_f90 acoustic3d_f90_ #define acoustic3d_f77 acoustic3d_f77_ #define acoustic3d_f90tuned acoustic3d_f90tuned_ #define acoustic3d_f77tuned acoustic3d_f77tuned_#elif defined(BZ_FORTRAN_SYMBOLS_WITH_DOUBLE_TRAILING_UNDERSCORES) #define acoustic3d_f90 acoustic3d_f90__ #define acoustic3d_f77 acoustic3d_f77__ #define acoustic3d_f90tuned acoustic3d_f90tuned__ #define acoustic3d_f77tuned acoustic3d_f77tuned__#elif defined(BZ_FORTRAN_SYMBOLS_CAPS) #define acoustic3d_f90 ACOUSTIC3D_F90 #define acoustic3d_f77 ACOUSTIC3D_F77 #define acoustic3d_f90tuned ACOUSTIC3D_F90TUNED #define acoustic3d_f77tuned ACOUSTIC3D_F77TUNED#endifextern "C" {void acoustic3d_f90(int& N, int& niters, float& check);void acoustic3d_f77(int& N, int& niters, float& check);void acoustic3d_f90tuned(int& N, int& niters, float& check);void acoustic3d_f77tuned(int& N, int& niters, float& check);}float acoustic3D_BlitzRaw(int N, int niters);float acoustic3D_BlitzInterlacedCycled(int N, int niters);float acoustic3D_BlitzCycled(int N, int niters);float acoustic3D_BlitzStencil(int N, int niters);int main(){ Timer timer; int N = 112; int niters = 210; // Must be divisible by 3 for tuned Fortran versions float check; cout << "Acoustic 3D Benchmark" << endl << endl; double Mflops = (N-2)*(N-2)*(N-2) * 11.0 * niters / 1.0e+6; generateFastTraversalOrder(TinyVector<int,2>(N-2,N-2)); timer.start(); check = acoustic3D_BlitzRaw(N, niters); timer.stop(); cout << "Blitz++ (raw): " << timer.elapsedSeconds() << " s check = " << check << " Mflops = " << (Mflops/timer.elapsedSeconds()) << endl << endl; timer.start(); check = acoustic3D_BlitzStencil(N, niters); timer.stop(); cout << "Blitz++ (stencil): " << timer.elapsedSeconds() << " s check = " << check << " Mflops = " << (Mflops/timer.elapsedSeconds()) << endl << endl;#if 0 timer.start(); check = acoustic3D_BlitzInterlaced(N, niters, c); timer.stop(); cout << "Blitz++ (interlaced): " << timer.elapsedSeconds() << " s check = " << check << endl;#endif timer.start(); check = acoustic3D_BlitzCycled(N, niters); timer.stop(); cout << "Blitz++ (cycled): " << timer.elapsedSeconds() << " s check = " << check << " Mflops = " << (Mflops/timer.elapsedSeconds()) << endl << endl; timer.start(); check = acoustic3D_BlitzInterlacedCycled(N, niters); timer.stop(); cout << "Blitz++ (interlaced & cycled): " << timer.elapsedSeconds() << " s check = " << check << " Mflops = " << (Mflops/timer.elapsedSeconds()) << endl << endl;#ifdef FORTRAN_90 timer.start(); acoustic3d_f90(N, niters, check); timer.stop(); cout << "Fortran 90: " << timer.elapsedSeconds() << " s check = " << check << " Mflops = " << (Mflops/timer.elapsedSeconds()) << endl << endl; timer.start(); acoustic3d_f90tuned(N, niters, check); timer.stop(); cout << "Fortran 90 (tuned): " << timer.elapsedSeconds() << " s check = " << check << " Mflops = " << (Mflops/timer.elapsedSeconds()) << endl << endl;#endif timer.start(); acoustic3d_f77(N, niters, check); timer.stop(); cout << "Fortran 77: " << timer.elapsedSeconds() << " s check = " << check << " Mflops = " << (Mflops/timer.elapsedSeconds()) << endl << endl; timer.start(); acoustic3d_f77tuned(N, niters, check); timer.stop(); cout << "Fortran 77 (tuned): " << timer.elapsedSeconds() << " s check = " << check << " Mflops = " << (Mflops/timer.elapsedSeconds()) << endl << endl; return 0;}void setupInitialConditions(Array<float,3>& P1, Array<float,3>& P2, Array<float,3>& P3, Array<float,3>& c, int N);void snapshot(const Array<float,3>& P, const Array<float,3>& c);void checkArray(const Array<float,3>& A, int N);void setupInitialConditions(Array<float,3>& P1, Array<float,3>& P2, Array<float,3>& P3, Array<float,3>& c, int N){ // Set the velocity field c(Range(0,N/2-1), Range::all(), Range::all()) = 0.05; c(Range(N/2,N-1), Range::all(), Range::all()) = 0.3; double Nfp = static_cast<double>(N); int cavityLeft = static_cast<int>(3*Nfp/7-1); int cavityRight = static_cast<int>(4*Nfp/7-1); int cavityFront = static_cast<int>(3*Nfp/7-1); int cavityBack = static_cast<int>(4*Nfp/7-1); int cavityTop = static_cast<int>(5*Nfp/7-1); int cavityBottom = static_cast<int>(6*Nfp/7-1); c(Range(cavityTop,cavityBottom),Range(cavityLeft,cavityRight), Range(cavityFront,cavityBack)) = 0.02; int cavityTop2 = static_cast<int>(1*Nfp/7-1); int cavityBottom2 = static_cast<int>(2*Nfp/7-1); c(Range(cavityTop2,cavityBottom2),Range(cavityLeft,cavityRight), Range(cavityFront,cavityBack)) = 0.001; // Initial pressure distribution BZ_USING_NAMESPACE(blitz::tensor) float ci = N/2-1; float cj = N/2-1; float ck = N/2-1; float s2 = 64.0 * 9.0 / pow2(N/2.0); P1 = 0.0; P2 = exp(-(pow2(i-ci)+pow2(j-cj)+pow2(k-ck)) * s2); P3 = 0.0; checkArray(P2, N); checkArray(c, N);}void checkArray(const Array<float,3>& A, int N){ double check = 0.0; for (int i=0; i < N; ++i) for (int j=0; j < N; ++j) for (int k=0; k < N; ++k) check += A(i,j,k) * ((i+1)+N*(j+1)+N*N*(k+1)); cout << "Array check: " << check << endl;}void snapshot(const Array<float,3>& P, const Array<float,3>& c){ static int count = 0, snapshotNum = 0; if (++count < 5) return; count = 0; ++snapshotNum; char filename[128]; sprintf(filename, "snapshot%03d.m", snapshotNum); ofstream ofs(filename); int N = P.length(firstDim); int k = N/2; float Pmin = -0.2; float PScale = 1.0/0.4; float VScale = 0.5; ofs << "P" << snapshotNum << " = [ "; for (int i=0; i < N; ++i) { for (int j=0; j < N; ++j) { float value = (P(i,j,k)-Pmin)*PScale + c(i,j,k)*VScale; int r = static_cast<int>(value * 4096); ofs << r << " "; } if (i < N-1) ofs << ";" << endl; } ofs << "];" << endl;}
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