diff -r 000000000000 -r 6474c204b198 js/src/parjs-benchmarks/nbody-seeded.js --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/js/src/parjs-benchmarks/nbody-seeded.js Wed Dec 31 06:09:35 2014 +0100 @@ -0,0 +1,554 @@ +// +// NBody adapted from Intel's nbody benchmark. +// + +load(libdir + "util.js"); +load(libdir + "seedrandom.js"); + +var NBody = { + Constant: { + "deltaTime": 1, // 0.005 in their code. + "epsSqr": 50, // softening factor, when they compute, set to 50. + "initialVelocity": 8 // set to 0 to turn off + }, + + init: function init(mode, numBodies) { + var initPos = new Array(numBodies); + var initVel = new Array(numBodies); + + // initialization of inputs + for (var i = 0; i < numBodies; i++) { + // [x,y,z] + initPos[i] = [Math.floor((Math.random()) * 40000), + Math.floor((Math.random()) * 20000), + Math.floor((Math.random() - .25) * 50000)]; + + // [x,y,z,x,y,z] + initVel[i] = [(Math.random() - 0.5) * NBody.Constant.initialVelocity, + (Math.random() - 0.5) * NBody.Constant.initialVelocity, + (Math.random()) * NBody.Constant.initialVelocity + 10, + + (Math.random() - 0.5) * NBody.Constant.initialVelocity, + (Math.random() - 0.5) * NBody.Constant.initialVelocity, + (Math.random()) * NBody.Constant.initialVelocity]; + } + + NBody.private = {}; + + if (mode === "par") { + NBody.private.pos = new ParallelArray(initPos); + NBody.private.vel = new ParallelArray(initVel); + } else { + NBody.private.pos = initPos; + NBody.private.vel = initVel; + } + + NBody.numBodies = numBodies; + NBody.time = 0; + }, + + // Parallel + + tickPar: function tickPar() { + NBody.private.vel = new ParallelArray([NBody.numBodies], NBody.velocityPar); + NBody.private.pos = new ParallelArray([NBody.numBodies], NBody.positionPar); + NBody.time++; + }, + + velocityPar: function velocityPar(index) { + var pos = NBody.private.pos; + var vel = NBody.private.vel; + + var deltaTime = NBody.Constant.deltaTime; + var epsSqr = NBody.Constant.epsSqr; + var time = NBody.time; + + var shape = vel.shape[0]; + + var newVel; + var newX, newY, newZ; + var newX2, newY2, newZ2; + + var cX = Math.cos(time / 22) * -4200; + var cY = Math.sin(time / 14) * 9200; + var cZ = Math.sin(time / 27) * 6000; + + // pull to center + var maxDistance = 3400; + var pullStrength = .042; + + var speedLimit = 8; + + // zones + var zone = 400; + var repel = 100; + var align = 300; + var attract = 100; + + if (time < 500) { + speedLimit = 2000; + var attractPower = 100.9; + } else { + speedLimit = .2; + attractPower = 20.9; + } + + var zoneSqrd = zone * zone + zone * zone + zone * zone; + + var accX = 0, accY = 0, accZ = 0; + var accX2 = 0, accY2 = 0, accZ2 = 0; + var i; + + // define particle 1 center distance + var dirToCenterX = cX - pos.get(index)[0]; + var dirToCenterY = cY - pos.get(index)[1]; + var dirToCenterZ = cZ - pos.get(index)[2]; + + var distanceSquaredTo = dirToCenterX * dirToCenterX + dirToCenterY * dirToCenterY + dirToCenterZ * dirToCenterZ; + var distToCenter = Math.sqrt(distanceSquaredTo); + + // orient to center + if (distToCenter > maxDistance) { + var velc = (distToCenter - maxDistance) * pullStrength; + if (time < 200) + velc = .2; + else velc = (distToCenter - maxDistance) * pullStrength; + + accX += (dirToCenterX / distToCenter) * velc; + accY += (dirToCenterY / distToCenter) * velc; + accZ += (dirToCenterZ / distToCenter) * velc; + } + + for (i = 0; i < shape; i = i + 1) { + var rx = pos.get(i)[0] - pos.get(index)[0]; + var ry = pos.get(i)[1] - pos.get(index)[1]; + var rz = pos.get(i)[2] - pos.get(index)[2]; + + // make sure we are not testing the particle against its own position + var areSame = 0; + if (pos.get(i)[0] == pos.get(index)[0] && pos.get(i)[1] == pos.get(index)[1] && pos.get(i)[2] == pos.get(index)[2]) + areSame += 1; + + var distSqrd = rx * rx + ry * ry + rz * rz; + + // cant use eqals to test, only <= or >= WTF + if (distSqrd < zoneSqrd && areSame <= 0) { + var length = Math.sqrt(distSqrd); + var percent = distSqrd / zoneSqrd; + + if (distSqrd < repel) { + var F = (repel / percent - 1) * .025; + + var normalRx = (rx / length) * F; + var normalRy = (ry / length) * F; + var normalRz = (rz / length) * F; + + accX = accX + normalRx; + accY = accY + normalRy; + accZ = accZ + normalRz; + + accX2 = accX2 - normalRx; + accY2 = accY2 - normalRy; + accZ2 = accZ2 - normalRz; + } else if (distSqrd < align) { //align + var threshDelta = align - repel; + var adjustedPercent = (percent - repel) / threshDelta; + var Q = (.5 - Math.cos(adjustedPercent * 3.14159265 * 2) * .5 + .5) * 100.9; + + // get velocity 2 + var velX2 = vel.get(i)[4]; + var velY2 = vel.get(i)[5]; + var velZ2 = vel.get(i)[6]; + + var velLength2 = Math.sqrt(velX2 * velX2 + velY2 * velY2 + velZ2 * velZ2); + + // normalize vel2 and multiply by factor + velX2 = (velX2 / velLength2) * Q; + velY2 = (velY2 / velLength2) * Q; + velZ2 = (velZ2 / velLength2) * Q; + + // get own velocity + var velX = vel.get(i)[0]; + var velY = vel.get(i)[1]; + var velZ = vel.get(i)[2]; + + var velLength = Math.sqrt(velX * velX + velY * velY + velZ * velZ); + + // normalize own velocity + velX = (velX / velLength) * Q; + velY = (velY / velLength) * Q; + velZ = (velZ / velLength) * Q; + + accX += velX2; + accY += velY2; + accZ += velZ2; + + accX2 += velX; + accY2 += velY; + accZ2 += velZ; + } + + if (distSqrd > attract) { // attract + var threshDelta2 = 1 - attract; + var adjustedPercent2 = (percent - attract) / threshDelta2; + var C = (1 - (Math.cos(adjustedPercent2 * 3.14159265 * 2) * 0.5 + 0.5)) * attractPower; + + // normalize the distance vector + var dx = (rx / (length)) * C; + var dy = (ry / (length)) * C; + var dz = (rz / (length)) * C; + + accX += dx; + accY += dy; + accZ += dz; + + accX2 -= dx; + accY2 -= dy; + accZ2 -= dz; + } + } + } + + // Speed limits + if (time > 500) { + var accSquared = accX * accX + accY * accY + accZ * accZ; + if (accSquared > speedLimit) { + accX = accX * .015; + accY = accY * .015; + accZ = accZ * .015; + } + + var accSquared2 = accX2 * accX2 + accY2 * accY2 + accZ2 * accZ2; + if (accSquared2 > speedLimit) { + accX2 = accX2 * .015; + accY2 = accY2 * .015; + accZ2 = accZ2 * .015; + } + } + + // Caclulate new velocity + newX = (vel.get(index)[0]) + accX; + newY = (vel.get(index)[1]) + accY; + newZ = (vel.get(index)[2]) + accZ; + + newX2 = (vel.get(index)[3]) + accX2; + newY2 = (vel.get(index)[4]) + accY2; + newZ2 = (vel.get(index)[5]) + accZ2; + + if (time < 500) { + var acs = newX2 * newX2 + newY2 * newY2 + newZ2 * newZ2; + if (acs > speedLimit) { + newX2 = newX2 * .15; + newY2 = newY2 * .15; + newZ2 = newZ2 * .15; + } + + var acs2 = newX * newX + newY * newY + newZ * newZ; + if (acs2 > speedLimit) { + newX = newX * .15; + newY = newY * .15; + newZ = newZ * .15; + } + } + + return [newX, newY, newZ, newX2, newY2, newZ2]; + }, + + positionPar: function positionPar(index) { + var vel = NBody.private.vel; + var pos = NBody.private.pos; + + var x = 0; + var y = 0; + var z = 0; + + var velX = vel.get(index)[0]; + var velY = vel.get(index)[1]; + var velZ = vel.get(index)[2]; + + var velX2 = vel.get(index)[3]; + var velY2 = vel.get(index)[4]; + var velZ2 = vel.get(index)[5]; + + var netVelX = (velX - velX2); + var netVelY = (velY - velY2); + var netVelZ = (velZ - velZ2); + + x = pos.get(index)[0] + (netVelX); + y = pos.get(index)[1] + (netVelY); + z = pos.get(index)[2] + (netVelZ); + + return [x, y, z]; + }, + + // Sequential + + tickSeq: function tickSeq() { + var numBodies = NBody.numBodies; + var newVel = new Array(numBodies); + var newPos = new Array(numBodies); + + for (var i = 0; i < numBodies; i++) + newVel[i] = NBody.velocitySeq(i); + + for (var i = 0; i < numBodies; i++) + newPos[i] = NBody.positionSeq(i); + + NBody.private.vel = newVel; + NBody.private.pos = newPos; + + NBody.time++; + }, + + velocitySeq: function velocitySeq(index) { + var vel = NBody.private.vel; + var pos = NBody.private.pos; + + var deltaTime = NBody.Constant.deltaTime; + var epsSqr = NBody.Constant.epsSqr; + var time = NBody.time; + + var shape = pos.length; + + var newVel; + var newX, newY, newZ; + var newX2, newY2, newZ2; + + var cX = Math.cos(time / 22) * -4200; + var cY = Math.sin(time / 14) * 9200; + var cZ = Math.sin(time / 27) * 6000; + + // pull to center + var maxDistance = 3400; + var pullStrength = .042; + + var speedLimit = 8; + + // zones + var zone = 400; + var repel = 100; + var align = 300; + var attract = 100; + + + if (time < 500) { + speedLimit = 2000; + var attractPower = 100.9; + } else { + speedLimit = .2; + attractPower = 20.9; + } + + var zoneSqrd = zone * zone + zone * zone + zone * zone; + + var accX = 0, accY = 0, accZ = 0; + var accX2 = 0, accY2 = 0, accZ2 = 0; + var i; + + // define particle 1 center distance + var dirToCenterX = cX - pos[index][0]; + var dirToCenterY = cY - pos[index][1]; + var dirToCenterZ = cZ - pos[index][2]; + + var distanceSquaredTo = dirToCenterX * dirToCenterX + dirToCenterY * dirToCenterY + dirToCenterZ * dirToCenterZ; + var distToCenter = Math.sqrt(distanceSquaredTo); + + // orient to center + if (distToCenter > maxDistance) { + var velc = (distToCenter - maxDistance) * pullStrength; + if (time < 200) + velc = .2; + else velc = (distToCenter - maxDistance) * pullStrength; + + accX += (dirToCenterX / distToCenter) * velc; + accY += (dirToCenterY / distToCenter) * velc; + accZ += (dirToCenterZ / distToCenter) * velc; + } + + for (i = 0; i < shape; i = i + 1) { + var rx = pos[i][0] - pos[index][0]; + var ry = pos[i][1] - pos[index][1]; + var rz = pos[i][2] - pos[index][2]; + + var areSame = 0; + if (pos[i][0] == pos[index][0] && pos[i][1] == pos[index][1] && pos[i][2] == pos[index][2]) + areSame += 1; + + var distSqrd = rx * rx + ry * ry + rz * rz; + + // cant use eqals to test, only <= or >= WTF + if (distSqrd < zoneSqrd && areSame <= 0) { + var length = Math.sqrt(distSqrd); + var percent = distSqrd / zoneSqrd; + + + if (distSqrd < repel) { + var F = (repel / percent - 1) * .025; + + var normalRx = (rx / length) * F; + var normalRy = (ry / length) * F; + var normalRz = (rz / length) * F; + + accX = accX + normalRx; + accY = accY + normalRy; + accZ = accZ + normalRz; + + accX2 = accX2 - normalRx; + accY2 = accY2 - normalRy; + accZ2 = accZ2 - normalRz; + } else if (distSqrd < align) { //align + var threshDelta = align - repel; + var adjustedPercent = (percent - repel) / threshDelta; + var Q = (.5 - Math.cos(adjustedPercent * 3.14159265 * 2) * .5 + .5) * 100; + + // get velocity 2 + var velX2 = vel[i][3]; + var velY2 = vel[i][4]; + var velZ2 = vel[i][5]; + + var velLength2 = Math.sqrt(velX2 * velX2 + velY2 * velY2 + velZ2 * velZ2); + + // normalize vel2 and multiply by factor + velX2 = (velX2 / velLength2) * Q; + velY2 = (velY2 / velLength2) * Q; + velZ2 = (velZ2 / velLength2) * Q; + + // get own velocity + var velX = vel[i][0]; + var velY = vel[i][1]; + var velZ = vel[i][2]; + + var velLength = Math.sqrt(velX * velX + velY * velY + velZ * velZ); + + // normalize own velocity + velX = (velX / velLength) * Q; + velY = (velY / velLength) * Q; + velZ = (velZ / velLength) * Q; + + accX += velX2; + accY += velY2; + accZ += velZ2; + + accX2 += velX; + accY2 += velY; + accZ2 += velZ; + } + + if (distSqrd > attract) { //attract + var threshDelta2 = 1 - align; + var adjustedPercent2 = (percent - align) / threshDelta2; + var C = (1 - (Math.cos(adjustedPercent2 * 3.14159265 * 2) * 0.5 + 0.5)) * attractPower; + + // normalize the distance vector + var dx = (rx / (length)) * C; + var dy = (ry / (length)) * C; + var dz = (rz / (length)) * C; + + debug = 1.1; + + accX += dx; + accY += dy; + accZ += dz; + + accX2 -= dx; + accY2 -= dy; + accZ2 -= dz; + } + } + } + + // enforce speed limits + if (time > 500) { + var accSquared = accX * accX + accY * accY + accZ * accZ; + if (accSquared > speedLimit) { + accX = accX * .015; + accY = accY * .015; + accZ = accZ * .015; + } + + var accSquared2 = accX2 * accX2 + accY2 * accY2 + accZ2 * accZ2; + if (accSquared2 > speedLimit) { + accX2 = accX2 * .015; + accY2 = accY2 * .015; + accZ2 = accZ2 * .015; + } + } + + // Caclulate new velocity + newX = vel[index][0] + accX; + newY = vel[index][1] + accY; + newZ = vel[index][2] + accZ; + + newX2 = vel[index][3] + accX2; + newY2 = vel[index][4] + accY2; + newZ2 = vel[index][5] + accZ2; + + if (time < 500) { + var acs = newX2 * newX2 + newY2 * newY2 + newZ2 * newZ2; + if (acs > speedLimit) { + newX2 = newX2 * .15; + newY2 = newY2 * .15; + newZ2 = newZ2 * .15; + } + + var acs2 = newX * newX + newY * newY + newZ * newZ; + if (acs2 > speedLimit) { + newX = newX * .15; + newY = newY * .15; + newZ = newZ * .15; + } + } + + return [newX, newY, newZ, newX2, newY2, newZ2]; + }, + + positionSeq: function positionSeq(index) { + var vel = NBody.private.vel; + var pos = NBody.private.pos; + + var x = 0; + var y = 0; + var z = 0; + + var velX = vel[index][0]; + var velY = vel[index][1]; + var velZ = vel[index][2]; + + var velX2 = vel[index][3]; + var velY2 = vel[index][4]; + var velZ2 = vel[index][5]; + + var netX = (velX - velX2); + var netY = (velY - velY2); + var netZ = (velZ - velZ2); + + x = pos[index][0] + netX; + y = pos[index][1] + netY; + z = pos[index][2] + netZ; + + return [x, y, z]; + } +}; + +function emulateNBody(mode, numBodies, ticks) { + NBody.init(mode, numBodies); + for (var i = 0; i < ticks; i++) { + var start = Date.now(); + if (mode === "par") + NBody.tickPar(); + else + NBody.tickSeq(); + //print(NBody.private.pos); + print(mode + " bodies=" + numBodies + " tick=" + (i+1) + "/" + ticks + ": " + (Date.now() - start) + " ms"); + } +} + +// Using 4000 bodies going off Rick's comment as 4000 being a typical workload. +const NUMBODIES = 4000; +const TICKS = 10; + +Math.seedrandom("seed"); + +benchmark("NBODY", 1, DEFAULT_MEASURE, + function () { emulateNBody("seq", NUMBODIES, TICKS); }, + function () { emulateNBody("par", NUMBODIES, TICKS); });