Home | History | Annotate | Download | only in octane
      1 /**
      2  * Copyright 2012 the V8 project authors. All rights reserved.
      3  * Copyright 2009 Oliver Hunt <http://nerget.com>
      4  *
      5  * Permission is hereby granted, free of charge, to any person
      6  * obtaining a copy of this software and associated documentation
      7  * files (the "Software"), to deal in the Software without
      8  * restriction, including without limitation the rights to use,
      9  * copy, modify, merge, publish, distribute, sublicense, and/or sell
     10  * copies of the Software, and to permit persons to whom the
     11  * Software is furnished to do so, subject to the following
     12  * conditions:
     13  *
     14  * The above copyright notice and this permission notice shall be
     15  * included in all copies or substantial portions of the Software.
     16  *
     17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
     18  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
     19  * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
     20  * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
     21  * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
     22  * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
     23  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
     24  * OTHER DEALINGS IN THE SOFTWARE.
     25  */
     26 
     27 var NavierStokes = new BenchmarkSuite('NavierStokes', 1484000,
     28                                       [new Benchmark('NavierStokes',
     29                                                      runNavierStokes,
     30                                                      setupNavierStokes,
     31                                                      tearDownNavierStokes,
     32                                                      16)]);
     33 
     34 var solver = null;
     35 var nsFrameCounter = 0;
     36 
     37 function runNavierStokes()
     38 {
     39     solver.update();
     40     nsFrameCounter++;
     41 
     42     if(nsFrameCounter==15)
     43         checkResult(solver.getDens());
     44 }
     45 
     46 function checkResult(dens) {
     47 
     48     this.result = 0;
     49     for (var i=7000;i<7100;i++) {
     50         this.result+=~~((dens[i]*10));
     51     }
     52 
     53     if (this.result!=74) {
     54         alert("checksum failed: " + this.result);
     55     }
     56 }
     57 
     58 function setupNavierStokes()
     59 {
     60     solver = new FluidField(null);
     61     solver.setResolution(128, 128);
     62     solver.setIterations(20);
     63     solver.setDisplayFunction(function(){});
     64     solver.setUICallback(prepareFrame);
     65     solver.reset();
     66 }
     67 
     68 function tearDownNavierStokes()
     69 {
     70     solver = null;
     71 }
     72 
     73 function addPoints(field) {
     74     var n = 64;
     75     for (var i = 1; i <= n; i++) {
     76         field.setVelocity(i, i, n, n);
     77         field.setDensity(i, i, 5);
     78         field.setVelocity(i, n - i, -n, -n);
     79         field.setDensity(i, n - i, 20);
     80         field.setVelocity(128 - i, n + i, -n, -n);
     81         field.setDensity(128 - i, n + i, 30);
     82     }
     83 }
     84 
     85 var framesTillAddingPoints = 0;
     86 var framesBetweenAddingPoints = 5;
     87 
     88 function prepareFrame(field)
     89 {
     90     if (framesTillAddingPoints == 0) {
     91         addPoints(field);
     92         framesTillAddingPoints = framesBetweenAddingPoints;
     93         framesBetweenAddingPoints++;
     94     } else {
     95         framesTillAddingPoints--;
     96     }
     97 }
     98 
     99 // Code from Oliver Hunt (http://nerget.com/fluidSim/pressure.js) starts here.
    100 function FluidField(canvas) {
    101     function addFields(x, s, dt)
    102     {
    103         for (var i=0; i<size ; i++ ) x[i] += dt*s[i];
    104     }
    105 
    106     function set_bnd(b, x)
    107     {
    108         if (b===1) {
    109             for (var i = 1; i <= width; i++) {
    110                 x[i] =  x[i + rowSize];
    111                 x[i + (height+1) *rowSize] = x[i + height * rowSize];
    112             }
    113 
    114             for (var j = 1; i <= height; i++) {
    115                 x[j * rowSize] = -x[1 + j * rowSize];
    116                 x[(width + 1) + j * rowSize] = -x[width + j * rowSize];
    117             }
    118         } else if (b === 2) {
    119             for (var i = 1; i <= width; i++) {
    120                 x[i] = -x[i + rowSize];
    121                 x[i + (height + 1) * rowSize] = -x[i + height * rowSize];
    122             }
    123 
    124             for (var j = 1; j <= height; j++) {
    125                 x[j * rowSize] =  x[1 + j * rowSize];
    126                 x[(width + 1) + j * rowSize] =  x[width + j * rowSize];
    127             }
    128         } else {
    129             for (var i = 1; i <= width; i++) {
    130                 x[i] =  x[i + rowSize];
    131                 x[i + (height + 1) * rowSize] = x[i + height * rowSize];
    132             }
    133 
    134             for (var j = 1; j <= height; j++) {
    135                 x[j * rowSize] =  x[1 + j * rowSize];
    136                 x[(width + 1) + j * rowSize] =  x[width + j * rowSize];
    137             }
    138         }
    139         var maxEdge = (height + 1) * rowSize;
    140         x[0]                 = 0.5 * (x[1] + x[rowSize]);
    141         x[maxEdge]           = 0.5 * (x[1 + maxEdge] + x[height * rowSize]);
    142         x[(width+1)]         = 0.5 * (x[width] + x[(width + 1) + rowSize]);
    143         x[(width+1)+maxEdge] = 0.5 * (x[width + maxEdge] + x[(width + 1) + height * rowSize]);
    144     }
    145 
    146     function lin_solve(b, x, x0, a, c)
    147     {
    148         if (a === 0 && c === 1) {
    149             for (var j=1 ; j<=height; j++) {
    150                 var currentRow = j * rowSize;
    151                 ++currentRow;
    152                 for (var i = 0; i < width; i++) {
    153                     x[currentRow] = x0[currentRow];
    154                     ++currentRow;
    155                 }
    156             }
    157             set_bnd(b, x);
    158         } else {
    159             var invC = 1 / c;
    160             for (var k=0 ; k<iterations; k++) {
    161                 for (var j=1 ; j<=height; j++) {
    162                     var lastRow = (j - 1) * rowSize;
    163                     var currentRow = j * rowSize;
    164                     var nextRow = (j + 1) * rowSize;
    165                     var lastX = x[currentRow];
    166                     ++currentRow;
    167                     for (var i=1; i<=width; i++)
    168                         lastX = x[currentRow] = (x0[currentRow] + a*(lastX+x[++currentRow]+x[++lastRow]+x[++nextRow])) * invC;
    169                 }
    170                 set_bnd(b, x);
    171             }
    172         }
    173     }
    174 
    175     function diffuse(b, x, x0, dt)
    176     {
    177         var a = 0;
    178         lin_solve(b, x, x0, a, 1 + 4*a);
    179     }
    180 
    181     function lin_solve2(x, x0, y, y0, a, c)
    182     {
    183         if (a === 0 && c === 1) {
    184             for (var j=1 ; j <= height; j++) {
    185                 var currentRow = j * rowSize;
    186                 ++currentRow;
    187                 for (var i = 0; i < width; i++) {
    188                     x[currentRow] = x0[currentRow];
    189                     y[currentRow] = y0[currentRow];
    190                     ++currentRow;
    191                 }
    192             }
    193             set_bnd(1, x);
    194             set_bnd(2, y);
    195         } else {
    196             var invC = 1/c;
    197             for (var k=0 ; k<iterations; k++) {
    198                 for (var j=1 ; j <= height; j++) {
    199                     var lastRow = (j - 1) * rowSize;
    200                     var currentRow = j * rowSize;
    201                     var nextRow = (j + 1) * rowSize;
    202                     var lastX = x[currentRow];
    203                     var lastY = y[currentRow];
    204                     ++currentRow;
    205                     for (var i = 1; i <= width; i++) {
    206                         lastX = x[currentRow] = (x0[currentRow] + a * (lastX + x[currentRow] + x[lastRow] + x[nextRow])) * invC;
    207                         lastY = y[currentRow] = (y0[currentRow] + a * (lastY + y[++currentRow] + y[++lastRow] + y[++nextRow])) * invC;
    208                     }
    209                 }
    210                 set_bnd(1, x);
    211                 set_bnd(2, y);
    212             }
    213         }
    214     }
    215 
    216     function diffuse2(x, x0, y, y0, dt)
    217     {
    218         var a = 0;
    219         lin_solve2(x, x0, y, y0, a, 1 + 4 * a);
    220     }
    221 
    222     function advect(b, d, d0, u, v, dt)
    223     {
    224         var Wdt0 = dt * width;
    225         var Hdt0 = dt * height;
    226         var Wp5 = width + 0.5;
    227         var Hp5 = height + 0.5;
    228         for (var j = 1; j<= height; j++) {
    229             var pos = j * rowSize;
    230             for (var i = 1; i <= width; i++) {
    231                 var x = i - Wdt0 * u[++pos];
    232                 var y = j - Hdt0 * v[pos];
    233                 if (x < 0.5)
    234                     x = 0.5;
    235                 else if (x > Wp5)
    236                     x = Wp5;
    237                 var i0 = x | 0;
    238                 var i1 = i0 + 1;
    239                 if (y < 0.5)
    240                     y = 0.5;
    241                 else if (y > Hp5)
    242                     y = Hp5;
    243                 var j0 = y | 0;
    244                 var j1 = j0 + 1;
    245                 var s1 = x - i0;
    246                 var s0 = 1 - s1;
    247                 var t1 = y - j0;
    248                 var t0 = 1 - t1;
    249                 var row1 = j0 * rowSize;
    250                 var row2 = j1 * rowSize;
    251                 d[pos] = s0 * (t0 * d0[i0 + row1] + t1 * d0[i0 + row2]) + s1 * (t0 * d0[i1 + row1] + t1 * d0[i1 + row2]);
    252             }
    253         }
    254         set_bnd(b, d);
    255     }
    256 
    257     function project(u, v, p, div)
    258     {
    259         var h = -0.5 / Math.sqrt(width * height);
    260         for (var j = 1 ; j <= height; j++ ) {
    261             var row = j * rowSize;
    262             var previousRow = (j - 1) * rowSize;
    263             var prevValue = row - 1;
    264             var currentRow = row;
    265             var nextValue = row + 1;
    266             var nextRow = (j + 1) * rowSize;
    267             for (var i = 1; i <= width; i++ ) {
    268                 div[++currentRow] = h * (u[++nextValue] - u[++prevValue] + v[++nextRow] - v[++previousRow]);
    269                 p[currentRow] = 0;
    270             }
    271         }
    272         set_bnd(0, div);
    273         set_bnd(0, p);
    274 
    275         lin_solve(0, p, div, 1, 4 );
    276         var wScale = 0.5 * width;
    277         var hScale = 0.5 * height;
    278         for (var j = 1; j<= height; j++ ) {
    279             var prevPos = j * rowSize - 1;
    280             var currentPos = j * rowSize;
    281             var nextPos = j * rowSize + 1;
    282             var prevRow = (j - 1) * rowSize;
    283             var currentRow = j * rowSize;
    284             var nextRow = (j + 1) * rowSize;
    285 
    286             for (var i = 1; i<= width; i++) {
    287                 u[++currentPos] -= wScale * (p[++nextPos] - p[++prevPos]);
    288                 v[currentPos]   -= hScale * (p[++nextRow] - p[++prevRow]);
    289             }
    290         }
    291         set_bnd(1, u);
    292         set_bnd(2, v);
    293     }
    294 
    295     function dens_step(x, x0, u, v, dt)
    296     {
    297         addFields(x, x0, dt);
    298         diffuse(0, x0, x, dt );
    299         advect(0, x, x0, u, v, dt );
    300     }
    301 
    302     function vel_step(u, v, u0, v0, dt)
    303     {
    304         addFields(u, u0, dt );
    305         addFields(v, v0, dt );
    306         var temp = u0; u0 = u; u = temp;
    307         var temp = v0; v0 = v; v = temp;
    308         diffuse2(u,u0,v,v0, dt);
    309         project(u, v, u0, v0);
    310         var temp = u0; u0 = u; u = temp;
    311         var temp = v0; v0 = v; v = temp;
    312         advect(1, u, u0, u0, v0, dt);
    313         advect(2, v, v0, u0, v0, dt);
    314         project(u, v, u0, v0 );
    315     }
    316     var uiCallback = function(d,u,v) {};
    317 
    318     function Field(dens, u, v) {
    319         // Just exposing the fields here rather than using accessors is a measurable win during display (maybe 5%)
    320         // but makes the code ugly.
    321         this.setDensity = function(x, y, d) {
    322              dens[(x + 1) + (y + 1) * rowSize] = d;
    323         }
    324         this.getDensity = function(x, y) {
    325              return dens[(x + 1) + (y + 1) * rowSize];
    326         }
    327         this.setVelocity = function(x, y, xv, yv) {
    328              u[(x + 1) + (y + 1) * rowSize] = xv;
    329              v[(x + 1) + (y + 1) * rowSize] = yv;
    330         }
    331         this.getXVelocity = function(x, y) {
    332              return u[(x + 1) + (y + 1) * rowSize];
    333         }
    334         this.getYVelocity = function(x, y) {
    335              return v[(x + 1) + (y + 1) * rowSize];
    336         }
    337         this.width = function() { return width; }
    338         this.height = function() { return height; }
    339     }
    340     function queryUI(d, u, v)
    341     {
    342         for (var i = 0; i < size; i++)
    343             u[i] = v[i] = d[i] = 0.0;
    344         uiCallback(new Field(d, u, v));
    345     }
    346 
    347     this.update = function () {
    348         queryUI(dens_prev, u_prev, v_prev);
    349         vel_step(u, v, u_prev, v_prev, dt);
    350         dens_step(dens, dens_prev, u, v, dt);
    351         displayFunc(new Field(dens, u, v));
    352     }
    353     this.setDisplayFunction = function(func) {
    354         displayFunc = func;
    355     }
    356 
    357     this.iterations = function() { return iterations; }
    358     this.setIterations = function(iters) {
    359         if (iters > 0 && iters <= 100)
    360            iterations = iters;
    361     }
    362     this.setUICallback = function(callback) {
    363         uiCallback = callback;
    364     }
    365     var iterations = 10;
    366     var visc = 0.5;
    367     var dt = 0.1;
    368     var dens;
    369     var dens_prev;
    370     var u;
    371     var u_prev;
    372     var v;
    373     var v_prev;
    374     var width;
    375     var height;
    376     var rowSize;
    377     var size;
    378     var displayFunc;
    379     function reset()
    380     {
    381         rowSize = width + 2;
    382         size = (width+2)*(height+2);
    383         dens = new Array(size);
    384         dens_prev = new Array(size);
    385         u = new Array(size);
    386         u_prev = new Array(size);
    387         v = new Array(size);
    388         v_prev = new Array(size);
    389         for (var i = 0; i < size; i++)
    390             dens_prev[i] = u_prev[i] = v_prev[i] = dens[i] = u[i] = v[i] = 0;
    391     }
    392     this.reset = reset;
    393     this.getDens = function()
    394     {
    395         return dens;
    396     }
    397     this.setResolution = function (hRes, wRes)
    398     {
    399         var res = wRes * hRes;
    400         if (res > 0 && res < 1000000 && (wRes != width || hRes != height)) {
    401             width = wRes;
    402             height = hRes;
    403             reset();
    404             return true;
    405         }
    406         return false;
    407     }
    408     this.setResolution(64, 64);
    409 }
    410