+ Microarchitecture optimizations + 64-bit support + Xilinx FPGA support + LLVM-16 support + Refactoring and quality control fixes minor update minor update minor update minor update minor update minor update cleanup cleanup cache bindings and memory perf refactory minor update minor update hw unit tests fixes minor update minor update minor update minor update minor update minor udpate minor update minor update minor update minor update minor update minor update minor update minor updates minor updates minor update minor update minor update minor update minor update minor update minor updates minor updates minor updates minor updates minor update minor update
41 lines
1.5 KiB
Common Lisp
41 lines
1.5 KiB
Common Lisp
/*
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* Copyright 1993-2010 NVIDIA Corporation. All rights reserved.
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*
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* Please refer to the NVIDIA end user license agreement (EULA) associated
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* with this source code for terms and conditions that govern your use of
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* this software. Any use, reproduction, disclosure, or distribution of
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* this software and related documentation outside the terms of the EULA
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* is strictly prohibited.
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*
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*/
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// OpenCL Kernel Function Naive Implementation for hyptenuse
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__kernel void VectorHypot(__global float4* fg4A, __global float4* fg4B, __global float4* fg4Hypot, unsigned int uiOffset, int iInnerLoopCount, unsigned int uiNumElements)
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{
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// get index into global data array
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size_t szGlobalOffset = get_global_id(0) + uiOffset;
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// bound check
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if (szGlobalOffset >= uiNumElements)
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{
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return;
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}
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// Processing 4 elements per work item, so read fgA and fgB source values from GMEM
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float4 f4A = fg4A[szGlobalOffset];
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float4 f4B = fg4B[szGlobalOffset];
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float4 f4H = (float4)0.0f;
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// Get the hypotenuses the vectors of 'legs', but exaggerate the time needed with loop
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for (int i = 0; i < iInnerLoopCount; i++)
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{
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// compute the 4 hypotenuses using built-in function
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f4H.x = hypot (f4A.x, f4B.x);
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f4H.y = hypot (f4A.y, f4B.y);
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f4H.z = hypot (f4A.z, f4B.z);
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f4H.w = hypot (f4A.w, f4B.w);
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}
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// Write 4 result values back out to GMEM
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fg4Hypot[szGlobalOffset] = f4H;
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} |