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      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 
     33 var solver = null;
     34 
     35 function runNavierStokes()
     36 {
     37     solver.update();
     38 }
     39 
     40 function setupNavierStokes()
     41 {
     42     solver = new FluidField(null);
     43     solver.setResolution(128, 128);
     44     solver.setIterations(20);
     45     solver.setDisplayFunction(function(){});
     46     solver.setUICallback(prepareFrame);
     47     solver.reset();
     48 }
     49 
     50 function tearDownNavierStokes()
     51 {
     52     solver = null;
     53 }
     54 
     55 function addPoints(field) {
     56     var n = 64;
     57     for (var i = 1; i <= n; i++) {
     58         field.setVelocity(i, i, n, n);
     59         field.setDensity(i, i, 5);
     60         field.setVelocity(i, n - i, -n, -n);
     61         field.setDensity(i, n - i, 20);
     62         field.setVelocity(128 - i, n + i, -n, -n);
     63         field.setDensity(128 - i, n + i, 30);
     64     }
     65 }
     66 
     67 var framesTillAddingPoints = 0;
     68 var framesBetweenAddingPoints = 5;
     69 
     70 function prepareFrame(field)
     71 {
     72     if (framesTillAddingPoints == 0) {
     73         addPoints(field);
     74         framesTillAddingPoints = framesBetweenAddingPoints;
     75         framesBetweenAddingPoints++;
     76     } else {
     77         framesTillAddingPoints--;
     78     }
     79 }
     80 
     81 // Code from Oliver Hunt (http://nerget.com/fluidSim/pressure.js) starts here.
     82 function FluidField(canvas) {
     83     function addFields(x, s, dt)
     84     {
     85         for (var i=0; i<size ; i++ ) x[i] += dt*s[i];
     86     }
     87 
     88     function set_bnd(b, x)
     89     {
     90         if (b===1) {
     91             for (var i = 1; i <= width; i++) {
     92                 x[i] =  x[i + rowSize];
     93                 x[i + (height+1) *rowSize] = x[i + height * rowSize];
     94             }
     95 
     96             for (var j = 1; i <= height; i++) {
     97                 x[j * rowSize] = -x[1 + j * rowSize];
     98                 x[(width + 1) + j * rowSize] = -x[width + j * rowSize];
     99             }
    100         } else if (b === 2) {
    101             for (var i = 1; i <= width; i++) {
    102                 x[i] = -x[i + rowSize];
    103                 x[i + (height + 1) * rowSize] = -x[i + height * rowSize];
    104             }
    105 
    106             for (var j = 1; j <= height; j++) {
    107                 x[j * rowSize] =  x[1 + j * rowSize];
    108                 x[(width + 1) + j * rowSize] =  x[width + j * rowSize];
    109             }
    110         } else {
    111             for (var i = 1; i <= width; i++) {
    112                 x[i] =  x[i + rowSize];
    113                 x[i + (height + 1) * rowSize] = x[i + height * rowSize];
    114             }
    115 
    116             for (var j = 1; j <= height; j++) {
    117                 x[j * rowSize] =  x[1 + j * rowSize];
    118                 x[(width + 1) + j * rowSize] =  x[width + j * rowSize];
    119             }
    120         }
    121         var maxEdge = (height + 1) * rowSize;
    122         x[0]                 = 0.5 * (x[1] + x[rowSize]);
    123         x[maxEdge]           = 0.5 * (x[1 + maxEdge] + x[height * rowSize]);
    124         x[(width+1)]         = 0.5 * (x[width] + x[(width + 1) + rowSize]);
    125         x[(width+1)+maxEdge] = 0.5 * (x[width + maxEdge] + x[(width + 1) + height * rowSize]);
    126     }
    127 
    128     function lin_solve(b, x, x0, a, c)
    129     {
    130         if (a === 0 && c === 1) {
    131             for (var j=1 ; j<=height; j++) {
    132                 var currentRow = j * rowSize;
    133                 ++currentRow;
    134                 for (var i = 0; i < width; i++) {
    135                     x[currentRow] = x0[currentRow];
    136                     ++currentRow;
    137                 }
    138             }
    139             set_bnd(b, x);
    140         } else {
    141             var invC = 1 / c;
    142             for (var k=0 ; k<iterations; k++) {
    143                 for (var j=1 ; j<=height; j++) {
    144                     var lastRow = (j - 1) * rowSize;
    145                     var currentRow = j * rowSize;
    146                     var nextRow = (j + 1) * rowSize;
    147                     var lastX = x[currentRow];
    148                     ++currentRow;
    149                     for (var i=1; i<=width; i++)
    150                         lastX = x[currentRow] = (x0[currentRow] + a*(lastX+x[++currentRow]+x[++lastRow]+x[++nextRow])) * invC;
    151                 }
    152                 set_bnd(b, x);
    153             }
    154         }
    155     }
    156 
    157     function diffuse(b, x, x0, dt)
    158     {
    159         var a = 0;
    160         lin_solve(b, x, x0, a, 1 + 4*a);
    161     }
    162 
    163     function lin_solve2(x, x0, y, y0, a, c)
    164     {
    165         if (a === 0 && c === 1) {
    166             for (var j=1 ; j <= height; j++) {
    167                 var currentRow = j * rowSize;
    168                 ++currentRow;
    169                 for (var i = 0; i < width; i++) {
    170                     x[currentRow] = x0[currentRow];
    171                     y[currentRow] = y0[currentRow];
    172                     ++currentRow;
    173                 }
    174             }
    175             set_bnd(1, x);
    176             set_bnd(2, y);
    177         } else {
    178             var invC = 1/c;
    179             for (var k=0 ; k<iterations; k++) {
    180                 for (var j=1 ; j <= height; j++) {
    181                     var lastRow = (j - 1) * rowSize;
    182                     var currentRow = j * rowSize;
    183                     var nextRow = (j + 1) * rowSize;
    184                     var lastX = x[currentRow];
    185                     var lastY = y[currentRow];
    186                     ++currentRow;
    187                     for (var i = 1; i <= width; i++) {
    188                         lastX = x[currentRow] = (x0[currentRow] + a * (lastX + x[currentRow] + x[lastRow] + x[nextRow])) * invC;
    189                         lastY = y[currentRow] = (y0[currentRow] + a * (lastY + y[++currentRow] + y[++lastRow] + y[++nextRow])) * invC;
    190                     }
    191                 }
    192                 set_bnd(1, x);
    193                 set_bnd(2, y);
    194             }
    195         }
    196     }
    197 
    198     function diffuse2(x, x0, y, y0, dt)
    199     {
    200         var a = 0;
    201         lin_solve2(x, x0, y, y0, a, 1 + 4 * a);
    202     }
    203 
    204     function advect(b, d, d0, u, v, dt)
    205     {
    206         var Wdt0 = dt * width;
    207         var Hdt0 = dt * height;
    208         var Wp5 = width + 0.5;
    209         var Hp5 = height + 0.5;
    210         for (var j = 1; j<= height; j++) {
    211             var pos = j * rowSize;
    212             for (var i = 1; i <= width; i++) {
    213                 var x = i - Wdt0 * u[++pos];
    214                 var y = j - Hdt0 * v[pos];
    215                 if (x < 0.5)
    216                     x = 0.5;
    217                 else if (x > Wp5)
    218                     x = Wp5;
    219                 var i0 = x | 0;
    220                 var i1 = i0 + 1;
    221                 if (y < 0.5)
    222                     y = 0.5;
    223                 else if (y > Hp5)
    224                     y = Hp5;
    225                 var j0 = y | 0;
    226                 var j1 = j0 + 1;
    227                 var s1 = x - i0;
    228                 var s0 = 1 - s1;
    229                 var t1 = y - j0;
    230                 var t0 = 1 - t1;
    231                 var row1 = j0 * rowSize;
    232                 var row2 = j1 * rowSize;
    233                 d[pos] = s0 * (t0 * d0[i0 + row1] + t1 * d0[i0 + row2]) + s1 * (t0 * d0[i1 + row1] + t1 * d0[i1 + row2]);
    234             }
    235         }
    236         set_bnd(b, d);
    237     }
    238 
    239     function project(u, v, p, div)
    240     {
    241         var h = -0.5 / Math.sqrt(width * height);
    242         for (var j = 1 ; j <= height; j++ ) {
    243             var row = j * rowSize;
    244             var previousRow = (j - 1) * rowSize;
    245             var prevValue = row - 1;
    246             var currentRow = row;
    247             var nextValue = row + 1;
    248             var nextRow = (j + 1) * rowSize;
    249             for (var i = 1; i <= width; i++ ) {
    250                 div[++currentRow] = h * (u[++nextValue] - u[++prevValue] + v[++nextRow] - v[++previousRow]);
    251                 p[currentRow] = 0;
    252             }
    253         }
    254         set_bnd(0, div);
    255         set_bnd(0, p);
    256 
    257         lin_solve(0, p, div, 1, 4 );
    258         var wScale = 0.5 * width;
    259         var hScale = 0.5 * height;
    260         for (var j = 1; j<= height; j++ ) {
    261             var prevPos = j * rowSize - 1;
    262             var currentPos = j * rowSize;
    263             var nextPos = j * rowSize + 1;
    264             var prevRow = (j - 1) * rowSize;
    265             var currentRow = j * rowSize;
    266             var nextRow = (j + 1) * rowSize;
    267 
    268             for (var i = 1; i<= width; i++) {
    269                 u[++currentPos] -= wScale * (p[++nextPos] - p[++prevPos]);
    270                 v[currentPos]   -= hScale * (p[++nextRow] - p[++prevRow]);
    271             }
    272         }
    273         set_bnd(1, u);
    274         set_bnd(2, v);
    275     }
    276 
    277     function dens_step(x, x0, u, v, dt)
    278     {
    279         addFields(x, x0, dt);
    280         diffuse(0, x0, x, dt );
    281         advect(0, x, x0, u, v, dt );
    282     }
    283 
    284     function vel_step(u, v, u0, v0, dt)
    285     {
    286         addFields(u, u0, dt );
    287         addFields(v, v0, dt );
    288         var temp = u0; u0 = u; u = temp;
    289         var temp = v0; v0 = v; v = temp;
    290         diffuse2(u,u0,v,v0, dt);
    291         project(u, v, u0, v0);
    292         var temp = u0; u0 = u; u = temp;
    293         var temp = v0; v0 = v; v = temp;
    294         advect(1, u, u0, u0, v0, dt);
    295         advect(2, v, v0, u0, v0, dt);
    296         project(u, v, u0, v0 );
    297     }
    298     var uiCallback = function(d,u,v) {};
    299 
    300     function Field(dens, u, v) {
    301         // Just exposing the fields here rather than using accessors is a measurable win during display (maybe 5%)
    302         // but makes the code ugly.
    303         this.setDensity = function(x, y, d) {
    304              dens[(x + 1) + (y + 1) * rowSize] = d;
    305         }
    306         this.getDensity = function(x, y) {
    307              return dens[(x + 1) + (y + 1) * rowSize];
    308         }
    309         this.setVelocity = function(x, y, xv, yv) {
    310              u[(x + 1) + (y + 1) * rowSize] = xv;
    311              v[(x + 1) + (y + 1) * rowSize] = yv;
    312         }
    313         this.getXVelocity = function(x, y) {
    314              return u[(x + 1) + (y + 1) * rowSize];
    315         }
    316         this.getYVelocity = function(x, y) {
    317              return v[(x + 1) + (y + 1) * rowSize];
    318         }
    319         this.width = function() { return width; }
    320         this.height = function() { return height; }
    321     }
    322     function queryUI(d, u, v)
    323     {
    324         for (var i = 0; i < size; i++)
    325             u[i] = v[i] = d[i] = 0.0;
    326         uiCallback(new Field(d, u, v));
    327     }
    328 
    329     this.update = function () {
    330         queryUI(dens_prev, u_prev, v_prev);
    331         vel_step(u, v, u_prev, v_prev, dt);
    332         dens_step(dens, dens_prev, u, v, dt);
    333         displayFunc(new Field(dens, u, v));
    334     }
    335     this.setDisplayFunction = function(func) {
    336         displayFunc = func;
    337     }
    338 
    339     this.iterations = function() { return iterations; }
    340     this.setIterations = function(iters) {
    341         if (iters > 0 && iters <= 100)
    342            iterations = iters;
    343     }
    344     this.setUICallback = function(callback) {
    345         uiCallback = callback;
    346     }
    347     var iterations = 10;
    348     var visc = 0.5;
    349     var dt = 0.1;
    350     var dens;
    351     var dens_prev;
    352     var u;
    353     var u_prev;
    354     var v;
    355     var v_prev;
    356     var width;
    357     var height;
    358     var rowSize;
    359     var size;
    360     var displayFunc;
    361     function reset()
    362     {
    363         rowSize = width + 2;
    364         size = (width+2)*(height+2);
    365         dens = new Array(size);
    366         dens_prev = new Array(size);
    367         u = new Array(size);
    368         u_prev = new Array(size);
    369         v = new Array(size);
    370         v_prev = new Array(size);
    371         for (var i = 0; i < size; i++)
    372             dens_prev[i] = u_prev[i] = v_prev[i] = dens[i] = u[i] = v[i] = 0;
    373     }
    374     this.reset = reset;
    375     this.setResolution = function (hRes, wRes)
    376     {
    377         var res = wRes * hRes;
    378         if (res > 0 && res < 1000000 && (wRes != width || hRes != height)) {
    379             width = wRes;
    380             height = hRes;
    381             reset();
    382             return true;
    383         }
    384         return false;
    385     }
    386     this.setResolution(64, 64);
    387 }
    388