fractorium/Source/Ember/Isaac.h
mfeemster 018ba26b5f --User changes
-Add support for multiple GPU devices.
  --These options are present in the command line and in Fractorium.
 -Change scheme of specifying devices from platform,device to just total device index.
  --Single number on the command line.
  --Change from combo boxes for device selection to a table of all devices in Fractorium.
 -Temporal samples defaults to 100 instead of 1000 which was needless overkill.

--Bug fixes
 -EmberAnimate, EmberRender, FractoriumSettings, FinalRenderDialog: Fix wrong order of arguments to Clamp() when assigning thread priority.
 -VariationsDC.h: Fix NVidia OpenCL compilation error in DCTriangleVariation.
 -FractoriumXformsColor.cpp: Checking for null pixmap pointer is not enough, must also check if the underlying buffer is null via call to QPixmap::isNull().

--Code changes
 -Ember.h: Add case for FLAME_MOTION_NONE and default in ApplyFlameMotion().
 -EmberMotion.h: Call base constructor.
 -EmberPch.h: #pragma once only on Windows.
 -EmberToXml.h:
  --Handle different types of exceptions.
  --Add default cases to ToString().
 -Isaac.h: Remove unused variable in constructor.
 -Point.h: Call base constructor in Color().
 -Renderer.h/cpp:
  --Add bool to Alloc() to only allocate memory for the histogram. Needed for multi-GPU.
  --Make CoordMap() return a const ref, not a pointer.
 -SheepTools.h:
  --Use 64-bit types like the rest of the code already does.
  --Fix some comment misspellings.
 -Timing.h: Make BeginTime(), EndTime(), ElapsedTime() and Format() be const functions.
 -Utils.h:
  --Add new functions Equal() and Split().
  --Handle more exception types in ReadFile().
  --Get rid of most legacy blending of C and C++ argument parsing.
 -XmlToEmber.h:
  --Get rid of most legacy blending of C and C++ code from flam3.
  --Remove some unused variables.
 -EmberAnimate:
  --Support multi-GPU processing that alternates full frames between devices.
  --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option.
  --Remove bucketT template parameter, and hard code float in its place.
  --If a render fails, exit since there is no point in continuing an animation with a missing frame.
  --Pass variables to threaded save better, which most likely fixes a very subtle bug that existed before.
  --Remove some unused variables.
 -EmberGenome, EmberRender:
  --Support multi-GPU processing that alternates full frames between devices.
  --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option.
  --Remove bucketT template parameter, and hard code float in its place.
 -EmberRender:
  --Support multi-GPU processing that alternates full frames between devices.
  --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option.
  --Remove bucketT template parameter, and hard code float in its place.
  --Only print values when not rendering with OpenCL, since they're always 0 in that case.
 -EmberCLPch.h:
  --#pragma once only on Windows.
  --#include <atomic>.
 -IterOpenCLKernelCreator.h: Add new kernel for summing two histograms. This is needed for multi-GPU.
 -OpenCLWrapper.h:
  --Move all OpenCL info related code into its own class OpenCLInfo.
  --Add members to cache the values of global memory size and max allocation size.
 -RendererCL.h/cpp:
  --Redesign to accomodate multi-GPU.
  --Constructor now takes a vector of devices.
  --Remove DumpErrorReport() function, it's handled in the base.
  --ClearBuffer(), ReadPoints(), WritePoints(), ReadHist() and WriteHist() now optionally take a device index as a parameter.
  --MakeDmap() override and m_DmapCL member removed because it no longer applies since the histogram is always float since the last commit.
  --Add new function SumDeviceHist() to sum histograms from two devices by first copying to a temporary on the host, then a temporary on the device, then summing.
  --m_Calls member removed, as it's now per-device.
  --OpenCLWrapper removed.
  --m_Seeds member is now a vector of vector of seeds, to accomodate a separate and different array of seeds for each device.
  --Added member m_Devices, a vector of unique_ptr of RendererCLDevice.
 -EmberCommon.h
  --Added Devices() function to convert from a vector of device indices to a vector of platform,device indices.
  --Changed CreateRenderer() to accept a vector of devices to create a single RendererCL which will split work across multiple devices.
  --Added CreateRenderers() function to accept a vector of devices to create multiple RendererCL, each which will render on a single device.
  --Add more comments to some existing functions.
 -EmberCommonPch.h: #pragma once only on Windows.
 -EmberOptions.h:
  --Remove --platform option, it's just sequential device number now with the --device option.
  --Make --out be OPT_USE_RENDER instead of OPT_RENDER_ANIM since it's an error condition when animating. It makes no sense to write all frames to a single image.
  --Add Devices() function to parse comma separated --device option string and return a vector of device indices.
  --Make int and uint types be 64-bit, so intmax_t and size_t.
  --Make better use of macros.
 -JpegUtils.h: Make string parameters to WriteJpeg() and WritePng() be const ref.
 -All project files: Turn off buffer security check option in Visual Studio (/Gs-)
 -deployment.pri: Remove the line OTHER_FILES +=, it's pointless and was causing problems.
 -Ember.pro, EmberCL.pro: Add CONFIG += plugin, otherwise it wouldn't link.
 -EmberCL.pro: Add new files for multi-GPU support.
 -build_all.sh: use -j4 and QMAKE=${QMAKE:/usr/bin/qmake}
 -shared_settings.pri:
  -Add version string.
  -Remove old DESTDIR definitions.
  -Add the following lines or else nothing would build:
   CONFIG(release, debug|release) {
    CONFIG += warn_off
    DESTDIR = ../../../Bin/release
   }

   CONFIG(debug, debug|release) {
    DESTDIR = ../../../Bin/debug
   }

   QMAKE_POST_LINK += $$quote(cp --update ../../../Data/flam3-palettes.xml $${DESTDIR}$$escape_expand(\n\t))
   LIBS += -L/usr/lib -lpthread
 -AboutDialog.ui: Another futile attempt to make it look correct on Linux.
 -FinalRenderDialog.h/cpp:
  --Add support for multi-GPU.
  --Change from combo boxes for device selection to a table of all devices.
  --Ensure device selection makes sense.
  --Remove "FinalRender" prefix of various function names, it's implied given the context.
 -FinalRenderEmberController.h/cpp:
  --Add support for multi-GPU.
  --Change m_FinishedImageCount to be atomic.
  --Move CancelRender() from the base to FinalRenderEmberController<T>.
  --Refactor RenderComplete() to omit any progress related functionality or image saving since it can be potentially ran in a thread.
  --Consolidate setting various renderer fields into SyncGuiToRenderer().
 -Fractorium.cpp: Allow for resizing of the options dialog to show the entire device table.
 -FractoriumCommon.h: Add various functions to handle a table showing the available OpenCL devices on the system.
 -FractoriumEmberController.h/cpp: Remove m_FinalImageIndex, it's no longer needed.
 -FractoriumRender.cpp: Scale the interactive sub batch count and quality by the number of devices used.
 -FractoriumSettings.h/cpp:
  --Temporal samples defaults to 100 instead of 1000 which was needless overkill.
  --Add multi-GPU support, remove old device,platform pair.
 -FractoriumToolbar.cpp: Disable OpenCL toolbar button if there are no devices present on the system.
 -FractoriumOptionsDialog.h/cpp:
  --Add support for multi-GPU.
  --Consolidate more assignments in DataToGui().
  --Enable/disable CPU/OpenCL items in response to OpenCL checkbox event.
 -Misc: Convert almost everything to size_t for unsigned, intmax_t for signed.
2015-09-12 18:33:45 -07:00

432 lines
12 KiB
C++

#pragma once
#include "EmberDefines.h"
/// <summary>
/// C++ TEMPLATE VERSION OF Robert J. Jenkins Jr.'s
/// ISAAC Random Number Generator.
///
/// Ported from vanilla C to to template C++ class
/// by Quinn Tyler Jackson on 16-23 July 1998.
///
/// quinn@qtj.net
///
/// The function for the expected period of this
/// random number generator, according to Jenkins is:
///
/// f(a,b) = 2**((a+b*(3+2^^a)-1)
///
/// (where a is ALPHA and b is bitwidth)
///
/// So, for a bitwidth of 32 and an ALPHA of 8,
/// the expected period of ISAAC is:
///
/// 2^^(8+32*(3+2^^8)-1) = 2^^8295
///
/// Jackson has been able to run implementations
/// with an ALPHA as high as 16, or
///
/// 2^^2097263
///
/// -Modified by Matt Feemster to eliminate needless dynamic memory allocation and virtual functions and bring inline with Ember coding style.
/// </summary>
#ifndef __ISAAC64
typedef uint ISAAC_INT;
const ISAAC_INT GOLDEN_RATIO = ISAAC_INT(0x9e3779b9);
#else
typedef size_t ISAAC_INT;
const ISAAC_INT GOLDEN_RATIO = ISAAC_INT(0x9e3779b97f4a7c13);
#endif
namespace EmberNs
{
union UintBytes
{
unsigned char Bytes[4];
uint Uint;
};
/// <summary>
/// QTIsaac class which allows using ISAAC in an OOP manner.
/// </summary>
template <int ALPHA = 4, class T = ISAAC_INT>
class EMBER_API QTIsaac
{
public:
enum { N = (1 << ALPHA) };
UintBytes m_Cache;
size_t m_LastIndex;
/// <summary>
/// Global ISAAC RNG to be used from anywhere. This is not thread safe, so take caution to only
/// use it when no other threads are.
/// </summary>
static unique_ptr<QTIsaac<ALPHA, ISAAC_INT> > GlobalRand;
/// <summary>
/// The structure which holds all of the random information.
/// </summary>
struct EMBER_API randctx
{
T randcnt;
T randrsl[N];
T randmem[N];
T randa;
T randb;
T randc;
};
/// <summary>
/// Constructor which initialized the random context using the values passed in.
/// Leaving these as their defaults is fine, and will still give different
/// results because time is internally used if they are default.
/// However, specifying specific values is useful if you want to duplicate
/// a sequence of random numbers.
/// </summary>
/// <param name="a">First random seed. Default: 0.</param>
/// <param name="b">Second random seed. Default: 0.</param>
/// <param name="c">Third random seed. Default: 0.</param>
/// <param name="s">Pointer to a buffer of 256 random integer seeds. Default: nullptr.</param>
QTIsaac(T a = 0, T b = 0, T c = 0, T* s = nullptr)
{
Srand(a, b, c, s);
m_LastIndex = 0;
m_Cache.Uint = Rand();
RandByte();//Need to call at least once so other libraries can link.
}
/// <summary>
/// Return the next random integer in the range of 0-255.
/// If only a byte is needed, this is a more efficient way because
/// it only calls rand 1/4 of the time.
/// </summary>
/// <returns>The next random integer in the range of 0-255</returns>
inline T RandByte()
{
T ret = m_Cache.Bytes[m_LastIndex++];
if (m_LastIndex == 4)
{
m_LastIndex = 0;
m_Cache.Uint = Rand();
}
return ret;
}
/// <summary>
/// Return the next random integer.
/// </summary>
/// <returns>The next random integer</returns>
inline T Rand()
{
#ifdef ISAAC_FLAM3_DEBUG
return (!m_Rc.randcnt-- ? (Isaac(&m_Rc), m_Rc.randcnt=N-1, m_Rc.randrsl[m_Rc.randcnt]) : m_Rc.randrsl[m_Rc.randcnt]);
#else
return (m_Rc.randcnt++ == N ? (Isaac(&m_Rc), m_Rc.randcnt=0, m_Rc.randrsl[m_Rc.randcnt]) : m_Rc.randrsl[m_Rc.randcnt]);
#endif
}
/// <summary>
/// Return the next random integer between 0 and the value passed in minus 1.
/// </summary>
/// <param name="upper">A value one greater than the maximum value that will be returned</param>
/// <returns>A value between 0 and the value passed in minus 1</returns>
inline T Rand(T upper)
{
return (upper == 0) ? Rand() : Rand() % upper;
}
/// <summary>
/// Returns a random floating point value between the specified minimum and maximum.
/// Template argument expected to be float or double.
/// </summary>
/// <param name="fMin">The minimum value allowed, inclusive.</param>
/// <param name="fMax">The maximum value allowed, inclusive.</param>
/// <returns>A new random floating point value within the specified range, inclusive.</returns>
template<typename floatType>
inline floatType Frand(floatType fMin, floatType fMax)
{
floatType f = static_cast<floatType>(Rand()) / static_cast<floatType>(std::numeric_limits<T>::max());
return fMin + (f * (fMax - fMin));
}
/// <summary>
/// Thin wrapper around a call to Frand() with a range of 0-1.
/// Template argument expected to be float or double.
/// </summary>
/// <returns>A new random number in the range of 0-1, inclusive.</returns>
template<typename floatType>
inline floatType Frand01()
{
#ifdef ISAAC_FLAM3_DEBUG
return (Rand() & 0xfffffff) / (floatType)0xfffffff;
#else
return Frand<floatType>(floatType(0), floatType(1));
#endif
}
/// <summary>
/// Thin wrapper around a call to Frand() with a range of -1-1.
/// Template argument expected to be float or double.
/// </summary>
/// <returns>A new random number in the range of -1-1, inclusive.</returns>
template<typename floatType>
inline floatType Frand11()
{
#ifdef ISAAC_FLAM3_DEBUG
return ((Rand() & 0xfffffff) - 0x7ffffff) / (floatType)0x7ffffff;
#else
return Frand<floatType>(floatType(-1), floatType(1));
#endif
}
/// <summary>
/// Not sure what this does.
/// </summary>
/// <returns>Something that is golden</returns>
template<typename floatType>
inline floatType GoldenBit()
{
return RandBit() ? floatType(0.38196) : floatType(0.61804);
}
/// <summary>
/// Returns a random 0 or 1.
/// </summary>
/// <returns>A random 0 or 1</returns>
inline uint RandBit()
{
return RandByte() & 1;
}
/// <summary>
/// A different way of getting a floating point rand in the range -1-1.
/// Flam3 used this but it seems unnecessary now, keep around if it's ever needed.
/// </summary>
/// <returns>A new random number in the range of -1-1, inclusive.</returns>
//double drand11()
//{
// return (((int)Rand() & 0xfffffff) - 0x7ffffff) / (double) 0x7ffffff;
//}
/// <summary>
/// Initializes a random context.
/// Unsure exacly how this works, but it does.
/// </summary>
/// <param name="ctx">The random context to initialize</param>
/// <param name="useSeed">Whether to use the seeds passed in to the constructor, else zero.</param>
void RandInit(randctx* ctx, bool useSeed)
{
int i;
T a, b, c, d, e, f, g, h;
T* m = ctx->randmem;
T* r = ctx->randrsl;
a = b = c = d = e = f = g = h = GOLDEN_RATIO;
if (!useSeed)
{
ctx->randa = 0;
ctx->randb = 0;
ctx->randc = 0;
}
//Scramble it.
for (i = 0; i < 4; ++i)
{
Shuffle(a, b, c, d, e, f, g, h);
}
if (useSeed)
{
//Initialize using the contents of r[] as the seed.
for (i = 0; i < N; i += 8)
{
a += r[i ]; b += r[i + 1]; c += r[i + 2]; d += r[i + 3];
e += r[i + 4]; f += r[i + 5]; g += r[i + 6]; h += r[i + 7];
Shuffle(a, b, c, d, e, f, g, h);
m[i ] = a; m[i + 1] = b; m[i + 2] = c; m[i + 3] = d;
m[i + 4] = e; m[i + 5] = f; m[i + 6] = g; m[i + 7] = h;
}
//Do a second pass to make all of the seed affect all of m.
for (i = 0; i < N; i += 8)
{
a += m[i ]; b += m[i + 1]; c += m[i + 2]; d += m[i + 3];
e += m[i + 4]; f += m[i + 5]; g += m[i + 6]; h += m[i + 7];
Shuffle(a, b, c, d, e, f, g, h);
m[i ] = a; m[i + 1] = b; m[i + 2] = c; m[i + 3] = d;
m[i + 4] = e; m[i + 5] = f; m[i + 6] = g; m[i + 7] = h;
}
}
else
{
//Fill in mm[] with messy stuff.
Shuffle(a, b, c, d, e, f, g, h);
m[i ] = a; m[i + 1] = b; m[i + 2] = c; m[i + 3] = d;
m[i + 4] = e; m[i + 5] = f; m[i + 6] = g; m[i + 7] = h;
}
Isaac(ctx); //Fill in the first set of results.
ctx->randcnt = N;//0;//Prepare to use the first set of results.
}
/// <summary>
/// Initialize the seeds of the member random context using the specified seeds.
/// If s is null, time plus index up to 256 is used for the random buffer.
/// </summary>
/// <param name="a">First random seed. Default: 0.</param>
/// <param name="b">Second random seed. Default: 0.</param>
/// <param name="c">Third random seed. Default: 0.</param>
/// <param name="s">Pointer to a buffer of 256 random integer seeds. Default: nullptr.</param>
void Srand(T a = 0, T b = 0, T c = 0, T* s = nullptr)
{
if (s == nullptr)//Default to using time plus index as the seed if s was nullptr.
{
for (size_t i = 0; i < N; i++)
m_Rc.randrsl[i] = static_cast<T>(NowMs() + i);
}
else
{
for (size_t i = 0; i < N; i++)
m_Rc.randrsl[i] = s[i];
}
#ifndef ISAAC_FLAM3_DEBUG
if (a == 0 && b == 0 && c == 0)
{
m_Rc.randa = static_cast<T>(NowMs());
m_Rc.randb = static_cast<T>(NowMs()) * static_cast<T>(NowMs());
m_Rc.randc = static_cast<T>(NowMs()) * static_cast<T>(NowMs()) * static_cast<T>(NowMs());
}
else
#endif
{
m_Rc.randa = a;
m_Rc.randb = b;
m_Rc.randc = c;
}
RandInit(&m_Rc, true);
}
protected:
/// <summary>
/// Compute the next batch of random numbers for a random context.
/// </summary>
/// <param name="ctx">The context to populate.</param>
void Isaac(randctx* ctx)
{
T x,y;
T* mm = ctx->randmem;
T* r = ctx->randrsl;
T a = (ctx->randa);
T b = (ctx->randb + (++ctx->randc));
T* m = mm;
T* m2 = (m + (N / 2));
T* mend = m2;
for(; m < mend; )
{
#ifndef __ISAAC64
RngStep((a << 13), a, b, mm, m, m2, r, x, y);
RngStep((a >> 6) , a, b, mm, m, m2, r, x, y);
RngStep((a << 2) , a, b, mm, m, m2, r, x, y);
RngStep((a >> 16), a, b, mm, m, m2, r, x, y);
#else // __ISAAC64
RngStep(~(a ^ (a << 21)), a, b, mm, m, m2, r, x, y);
RngStep( a ^ (a >> 5) , a, b, mm, m, m2, r, x, y);
RngStep( a ^ (a << 12) , a, b, mm, m, m2, r, x, y);
RngStep( a ^ (a >> 33) , a, b, mm, m, m2, r, x, y);
#endif // __ISAAC64
}
m2 = mm;
for(; m2<mend;)
{
#ifndef __ISAAC64
RngStep((a << 13), a, b, mm, m, m2, r, x, y);
RngStep((a >> 6) , a, b, mm, m, m2, r, x, y);
RngStep((a << 2) , a, b, mm, m, m2, r, x, y);
RngStep((a >> 16), a, b, mm, m, m2, r, x, y);
#else // __ISAAC64
RngStep(~(a ^ (a << 21)), a, b, mm, m, m2, r, x, y);
RngStep( a ^ (a >> 5) , a, b, mm, m, m2, r, x, y);
RngStep( a ^ (a << 12) , a, b, mm, m, m2, r, x, y);
RngStep( a ^ (a >> 33) , a, b, mm, m, m2, r, x, y);
#endif // __ISAAC64
}
ctx->randb = b;
ctx->randa = a;
}
/// <summary>
/// Retrieves a value using indirection.
/// </summary>
/// <param name="mm">The buffer.</param>
/// <param name="x">The offset.</param>
/// <returns>A new value</returns>
inline T Ind(T* mm, T x)
{
#ifndef __ISAAC64
return (*reinterpret_cast<T*>(reinterpret_cast<byte*>(mm) + ((x) & ((N - 1) << 2))));
#else // __ISAAC64
return (*reinterpret_cast<T*>(reinterpret_cast<byte*>(mm) + ((x) & ((N - 1) << 3))));
#endif // __ISAAC64
}
/// <summary>
/// Unsure what this does.
/// </summary>
void RngStep(T mix, T& a, T& b, T*& mm, T*& m, T*& m2, T*& r, T& x, T& y)
{
x = *m;
a = (a ^ (mix)) + *(m2++);
*(m++) = y = Ind(mm, x) + a + b;
*(r++) = b = Ind(mm, y >> ALPHA) + x;
}
/// <summary>
/// Unsure what this does.
/// </summary>
void Shuffle(T& a, T& b, T& c, T& d, T& e, T& f, T& g, T& h)
{
#ifndef __ISAAC64
a ^= b << 11; d += a; b += c;
b ^= c >> 2; e += b; c += d;
c ^= d << 8; f += c; d += e;
d ^= e >> 16; g += d; e += f;
e ^= f << 10; h += e; f += g;
f ^= g >> 4; a += f; g += h;
g ^= h << 8; b += g; h += a;
h ^= a >> 9; c += h; a += b;
#else // __ISAAC64
a -= e; f ^= h >> 9; h += a;
b -= f; g ^= a << 9; a += b;
c -= g; h ^= b >> 23; b += c;
d -= h; a ^= c << 15; c += d;
e -= a; b ^= d >> 14; d += e;
f -= b; c ^= e << 20; e += f;
g -= c; d ^= f >> 17; f += g;
h -= d; e ^= g << 14; g += h;
#endif // __ISAAC64
}
private:
randctx m_Rc;//The random context which holds all of the seed and state information as well as the random number values.
};
}