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MapActor.cu
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MapActor.cu
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#include <cuda.h>
#include <stdlib.h>
#include "MapActor.hxx"
#define UPPER_LEFT(x) x - width - 1
#define UPPER_MID(x) x - width
#define UPPER_RIGHT(x) x - width + 1
#define LEFT(X) x - 1
#define RIGHT(X) x + 1
#define LOWER_LEFT(x) x + width - 1
#define LOWER_MID(x) x + width
#define LOWER_RIGHT(x) + width + 1
#define NUM_THREADS 256
#define NUM_THRESHOLD 2
__host__ __device__ MapActor::MapActor(unsigned int width, unsigned int height) {
m_width = width;
m_height = height;
}
__host__ __device__ MapActor::~MapActor() {
for (int i = 0; i < m_width * m_height; i++) {
}
}
__global__ void compute_free(SchellingActor* actorsGlobal, unsigned int width, unsigned int height, unsigned int* positionIndexMap) {
int idx = threadIdx.x + blockDim.x * blockIdx.x;
int idy = threadIdx.y + blockDim.y * blockIdx.y;
__shared__ Actor previousActors[width * height];
if (idy * width + idx < width * height) {
previousActors[idy * width + idx] = actorsGlobal[idy * width + idx];
if (previousActors[idy * width + idx].type() == 'f')
//Position map index needs to equal 1 if free; 0 if not free. Use this data structure as a representation of a
positionIndexMap[idy * width + idx] = 1;
}
}
__global__ void compute_shifts(SchellingActor* actorsGlobal, unsigned int width, unsigned int height, unsigned int threshold, unsigned int*
actorsThatNeedShifting){
int idx = threadIdx.x + blockDim.x * blockIdx.x;
int idy = threadIdx.y + blockDim.y * blockIdx.y;
Actor adjacentActors[8];
__shared__ Actor previousActors[width * height];
previousActors[idy * width + idx] = actorsGlobal[idy * width + idx];
__syncthreads();
// TODO: Must implement bounds checking for this
adjacentActors[0] = actorsGlobal[UPPER_LEFT(idy * width + idx)];
adjacentActors[1] = actorsGlobal[UPPER_MID(idy * width + idx)];
adjacentActors[2] = actorsGlobal[UPPER_RIGHT(idy * width + idx)];
adjacentActors[3] = actorsGlobal[LEFT(idy * width + idx)];
adjacentActors[4] = actorsGlobal[RIGHT(idy * width + idx)];
adjacentActors[5] = actorsGlobal[LOWER_LEFT(idy * width + idx)];
adjacentActors[6] = actorsGlobal[LOWER_MID(idy * width + idx)];
adjacentActors[7] = actorsGlobal[LOWER_RIGHT(idy * width + idx)];
for(int j = 0; j < 7; j++)
adjacentActors[idy * width + idx].send(adjacentActors[j], adjacentActors[j].type());
__syncthreads();
// If you're above the threshold, you MUST move. To do this, we need to create a histogram of what we're going to move
if (actorsGlobal[idy * width + idx].numberAdjacent() > threshold)
actorsThatNeedShifting[idy * width + idx]++;
__syncthreads();
}
// TODO: Don't try it.
/*
__global__ void parallel_zip_actors(unsigned int* freeActors, unsigned int* actorsThatNeedMoving, unsigned int width, unsigned int height) {
extern __shared__ unsigned int freeActorsValues[];
extern __shared__ unsigned int actorsThatNeed[];
__shared__ int freeActorArrPos;
__shared__ int actorsThatNeedArrPos;
int idx = threadIdx.x + blockIdx.x * blockDim.x;
int idy = threadIdx.y + blockIdx.y * blockDim.y;
if (freeActors[idy * width + idx] == 1){
freeActorsValues[freeActorArrPos] = idy * width + idx;
freeActorArrPos++;
}
if (actorsThatNeed[idy * width + idx] == 1){
actorsThatNeed[actorsThatNeedArrPos] = idy * width + idx;
actorsThatNeedArrPos++;
}
__syncthreads();
min(&freeActorArrPos, actorsThatNeedArrPos);
}
*/
bool zip_actors(Actor* totalActor, unsigned int* freeActors, unsigned int* actorsThatNeedMoving, unsigned int width, unsigned int height) {
// Both vectors have been allocated with the width * height
unsigned int prev_free = width * height + 1;
unsigned int prev_actorThatNeedsMoving = width * height + 1;
for (size_t i = 0; i < width * height; i++){
if (freeActors[i] == 1){
prev_free = i;
if (actorsThatNeedsMoving[i] == 1 )
prev_actorThatNeedsMoving = i;
//Now we determine whether we can make a shift
if (prev_actorThatNeedsMoving != width * height + 1 &&
prev_free != width * height + 1){
// Shift
Actor* actorFreeAddr = &(totalActor[prev_free]);
Actor* actorMoveAddr = &(totalActor[prev_actorThatNeedsMoving]);
totalActor[prev_free] = totalActor[prev_actorThatNeedsMoving];
totalActor[prev_actorThatNeedsMoving] = totalActor[prev_free];
prev_free = width * height + 1;
prev_actorThatNeedsMoving = width * height + 1;
}
}
}
// You MUST pass in a device-vector of the
__host__ void MapActor::moveActorsAround() {
unsigned int* freePositions_h = (unsigned int*) malloc(sizeof(unsigned int) * m_width * m_height);
unsigned int* freePositions_d;
unsigned int* actorsThatNeedMoving_h = (unsigned int*) malloc(sizeof(unsigned int) * m_width * m_height);
unsigned int* actorsThatNeedMoving_d;
cudaMalloc((void**)&freePositions_d, sizeof(unsigned int) * m_width * m_height);
cudaMemset(freePosiitons_d, 0, sizeof(unsigned int) * m_width * m_height);
cudaMalloc((void**)&actorsThatNeedMoving_d, sizeof(unsigned int) * m_width * m_height);
cudaMemset(actorsThatNeedMoving_d, 0, sizeof(unsigned int) * m_width * m_height);
dim3 blockDim((m_width - 1) / NUM_THREADS + 1, (m_height - 1) / NUM_THREADS + 1, 1);
dim3 threadDim(NUM_THREADS, NUM_THREADS, 0);
compute_free<<<blockDim, threadDim>>>(m_map_d, m_width, m_height, freePositions_d);
compute_shifts<<<blockDim, threadDim>>>(m_map_d, m_width, m_height, NUM_THRESHOLD, actorsThatNeedMoving_d);
parallel_zip_actors<<<blockDim, threadDim, 2 * m_width * m_height * sizeof(unsigned int)>>>(freePositions_d, actorsThatNeedMoving_d, m_width, m_height);
//TODO: Compute shifts synchronously
cudaMemcpy(freePositions_h, freePositions_d, sizeof(unsigned int) * m_width * m_height, cudaMemcpyDeviceToHost);
cudaMemcpy(actorsThatNeedMoving_h, actorsThatNeedMoving_d, sizeof(unsigned int) * m_width * m_height, cudaMemcpyDeviceToHost);
zip_actors(freePositions_h, actorsThatNeedMoving_h, m_width, m_height);
free(freePositions_h);
free(actorsThatNeedMoving_h);
cudaFree(actorsThatNeedMoving_d);
cudaFree(freePositions_d);
}
__device__ void MapActor::react() {
}
void MapActor::send(Actor* actor, char* message) {
}