diff options
Diffstat (limited to 'src/3rdparty/v8/benchmarks/navier-stokes.js')
-rw-r--r-- | src/3rdparty/v8/benchmarks/navier-stokes.js | 387 |
1 files changed, 0 insertions, 387 deletions
diff --git a/src/3rdparty/v8/benchmarks/navier-stokes.js b/src/3rdparty/v8/benchmarks/navier-stokes.js deleted file mode 100644 index b0dc3c8..0000000 --- a/src/3rdparty/v8/benchmarks/navier-stokes.js +++ /dev/null @@ -1,387 +0,0 @@ -/** - * Copyright 2012 the V8 project authors. All rights reserved. - * Copyright 2009 Oliver Hunt <http://nerget.com> - * - * Permission is hereby granted, free of charge, to any person - * obtaining a copy of this software and associated documentation - * files (the "Software"), to deal in the Software without - * restriction, including without limitation the rights to use, - * copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following - * conditions: - * - * The above copyright notice and this permission notice shall be - * included in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, - * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES - * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND - * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT - * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, - * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING - * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR - * OTHER DEALINGS IN THE SOFTWARE. - */ - -var NavierStokes = new BenchmarkSuite('NavierStokes', 1484000, - [new Benchmark('NavierStokes', - runNavierStokes, - setupNavierStokes, - tearDownNavierStokes)]); - -var solver = null; - -function runNavierStokes() -{ - solver.update(); -} - -function setupNavierStokes() -{ - solver = new FluidField(null); - solver.setResolution(128, 128); - solver.setIterations(20); - solver.setDisplayFunction(function(){}); - solver.setUICallback(prepareFrame); - solver.reset(); -} - -function tearDownNavierStokes() -{ - solver = null; -} - -function addPoints(field) { - var n = 64; - for (var i = 1; i <= n; i++) { - field.setVelocity(i, i, n, n); - field.setDensity(i, i, 5); - field.setVelocity(i, n - i, -n, -n); - field.setDensity(i, n - i, 20); - field.setVelocity(128 - i, n + i, -n, -n); - field.setDensity(128 - i, n + i, 30); - } -} - -var framesTillAddingPoints = 0; -var framesBetweenAddingPoints = 5; - -function prepareFrame(field) -{ - if (framesTillAddingPoints == 0) { - addPoints(field); - framesTillAddingPoints = framesBetweenAddingPoints; - framesBetweenAddingPoints++; - } else { - framesTillAddingPoints--; - } -} - -// Code from Oliver Hunt (http://nerget.com/fluidSim/pressure.js) starts here. -function FluidField(canvas) { - function addFields(x, s, dt) - { - for (var i=0; i<size ; i++ ) x[i] += dt*s[i]; - } - - function set_bnd(b, x) - { - if (b===1) { - for (var i = 1; i <= width; i++) { - x[i] = x[i + rowSize]; - x[i + (height+1) *rowSize] = x[i + height * rowSize]; - } - - for (var j = 1; i <= height; i++) { - x[j * rowSize] = -x[1 + j * rowSize]; - x[(width + 1) + j * rowSize] = -x[width + j * rowSize]; - } - } else if (b === 2) { - for (var i = 1; i <= width; i++) { - x[i] = -x[i + rowSize]; - x[i + (height + 1) * rowSize] = -x[i + height * rowSize]; - } - - for (var j = 1; j <= height; j++) { - x[j * rowSize] = x[1 + j * rowSize]; - x[(width + 1) + j * rowSize] = x[width + j * rowSize]; - } - } else { - for (var i = 1; i <= width; i++) { - x[i] = x[i + rowSize]; - x[i + (height + 1) * rowSize] = x[i + height * rowSize]; - } - - for (var j = 1; j <= height; j++) { - x[j * rowSize] = x[1 + j * rowSize]; - x[(width + 1) + j * rowSize] = x[width + j * rowSize]; - } - } - var maxEdge = (height + 1) * rowSize; - x[0] = 0.5 * (x[1] + x[rowSize]); - x[maxEdge] = 0.5 * (x[1 + maxEdge] + x[height * rowSize]); - x[(width+1)] = 0.5 * (x[width] + x[(width + 1) + rowSize]); - x[(width+1)+maxEdge] = 0.5 * (x[width + maxEdge] + x[(width + 1) + height * rowSize]); - } - - function lin_solve(b, x, x0, a, c) - { - if (a === 0 && c === 1) { - for (var j=1 ; j<=height; j++) { - var currentRow = j * rowSize; - ++currentRow; - for (var i = 0; i < width; i++) { - x[currentRow] = x0[currentRow]; - ++currentRow; - } - } - set_bnd(b, x); - } else { - var invC = 1 / c; - for (var k=0 ; k<iterations; k++) { - for (var j=1 ; j<=height; j++) { - var lastRow = (j - 1) * rowSize; - var currentRow = j * rowSize; - var nextRow = (j + 1) * rowSize; - var lastX = x[currentRow]; - ++currentRow; - for (var i=1; i<=width; i++) - lastX = x[currentRow] = (x0[currentRow] + a*(lastX+x[++currentRow]+x[++lastRow]+x[++nextRow])) * invC; - } - set_bnd(b, x); - } - } - } - - function diffuse(b, x, x0, dt) - { - var a = 0; - lin_solve(b, x, x0, a, 1 + 4*a); - } - - function lin_solve2(x, x0, y, y0, a, c) - { - if (a === 0 && c === 1) { - for (var j=1 ; j <= height; j++) { - var currentRow = j * rowSize; - ++currentRow; - for (var i = 0; i < width; i++) { - x[currentRow] = x0[currentRow]; - y[currentRow] = y0[currentRow]; - ++currentRow; - } - } - set_bnd(1, x); - set_bnd(2, y); - } else { - var invC = 1/c; - for (var k=0 ; k<iterations; k++) { - for (var j=1 ; j <= height; j++) { - var lastRow = (j - 1) * rowSize; - var currentRow = j * rowSize; - var nextRow = (j + 1) * rowSize; - var lastX = x[currentRow]; - var lastY = y[currentRow]; - ++currentRow; - for (var i = 1; i <= width; i++) { - lastX = x[currentRow] = (x0[currentRow] + a * (lastX + x[currentRow] + x[lastRow] + x[nextRow])) * invC; - lastY = y[currentRow] = (y0[currentRow] + a * (lastY + y[++currentRow] + y[++lastRow] + y[++nextRow])) * invC; - } - } - set_bnd(1, x); - set_bnd(2, y); - } - } - } - - function diffuse2(x, x0, y, y0, dt) - { - var a = 0; - lin_solve2(x, x0, y, y0, a, 1 + 4 * a); - } - - function advect(b, d, d0, u, v, dt) - { - var Wdt0 = dt * width; - var Hdt0 = dt * height; - var Wp5 = width + 0.5; - var Hp5 = height + 0.5; - for (var j = 1; j<= height; j++) { - var pos = j * rowSize; - for (var i = 1; i <= width; i++) { - var x = i - Wdt0 * u[++pos]; - var y = j - Hdt0 * v[pos]; - if (x < 0.5) - x = 0.5; - else if (x > Wp5) - x = Wp5; - var i0 = x | 0; - var i1 = i0 + 1; - if (y < 0.5) - y = 0.5; - else if (y > Hp5) - y = Hp5; - var j0 = y | 0; - var j1 = j0 + 1; - var s1 = x - i0; - var s0 = 1 - s1; - var t1 = y - j0; - var t0 = 1 - t1; - var row1 = j0 * rowSize; - var row2 = j1 * rowSize; - d[pos] = s0 * (t0 * d0[i0 + row1] + t1 * d0[i0 + row2]) + s1 * (t0 * d0[i1 + row1] + t1 * d0[i1 + row2]); - } - } - set_bnd(b, d); - } - - function project(u, v, p, div) - { - var h = -0.5 / Math.sqrt(width * height); - for (var j = 1 ; j <= height; j++ ) { - var row = j * rowSize; - var previousRow = (j - 1) * rowSize; - var prevValue = row - 1; - var currentRow = row; - var nextValue = row + 1; - var nextRow = (j + 1) * rowSize; - for (var i = 1; i <= width; i++ ) { - div[++currentRow] = h * (u[++nextValue] - u[++prevValue] + v[++nextRow] - v[++previousRow]); - p[currentRow] = 0; - } - } - set_bnd(0, div); - set_bnd(0, p); - - lin_solve(0, p, div, 1, 4 ); - var wScale = 0.5 * width; - var hScale = 0.5 * height; - for (var j = 1; j<= height; j++ ) { - var prevPos = j * rowSize - 1; - var currentPos = j * rowSize; - var nextPos = j * rowSize + 1; - var prevRow = (j - 1) * rowSize; - var currentRow = j * rowSize; - var nextRow = (j + 1) * rowSize; - - for (var i = 1; i<= width; i++) { - u[++currentPos] -= wScale * (p[++nextPos] - p[++prevPos]); - v[currentPos] -= hScale * (p[++nextRow] - p[++prevRow]); - } - } - set_bnd(1, u); - set_bnd(2, v); - } - - function dens_step(x, x0, u, v, dt) - { - addFields(x, x0, dt); - diffuse(0, x0, x, dt ); - advect(0, x, x0, u, v, dt ); - } - - function vel_step(u, v, u0, v0, dt) - { - addFields(u, u0, dt ); - addFields(v, v0, dt ); - var temp = u0; u0 = u; u = temp; - var temp = v0; v0 = v; v = temp; - diffuse2(u,u0,v,v0, dt); - project(u, v, u0, v0); - var temp = u0; u0 = u; u = temp; - var temp = v0; v0 = v; v = temp; - advect(1, u, u0, u0, v0, dt); - advect(2, v, v0, u0, v0, dt); - project(u, v, u0, v0 ); - } - var uiCallback = function(d,u,v) {}; - - function Field(dens, u, v) { - // Just exposing the fields here rather than using accessors is a measurable win during display (maybe 5%) - // but makes the code ugly. - this.setDensity = function(x, y, d) { - dens[(x + 1) + (y + 1) * rowSize] = d; - } - this.getDensity = function(x, y) { - return dens[(x + 1) + (y + 1) * rowSize]; - } - this.setVelocity = function(x, y, xv, yv) { - u[(x + 1) + (y + 1) * rowSize] = xv; - v[(x + 1) + (y + 1) * rowSize] = yv; - } - this.getXVelocity = function(x, y) { - return u[(x + 1) + (y + 1) * rowSize]; - } - this.getYVelocity = function(x, y) { - return v[(x + 1) + (y + 1) * rowSize]; - } - this.width = function() { return width; } - this.height = function() { return height; } - } - function queryUI(d, u, v) - { - for (var i = 0; i < size; i++) - u[i] = v[i] = d[i] = 0.0; - uiCallback(new Field(d, u, v)); - } - - this.update = function () { - queryUI(dens_prev, u_prev, v_prev); - vel_step(u, v, u_prev, v_prev, dt); - dens_step(dens, dens_prev, u, v, dt); - displayFunc(new Field(dens, u, v)); - } - this.setDisplayFunction = function(func) { - displayFunc = func; - } - - this.iterations = function() { return iterations; } - this.setIterations = function(iters) { - if (iters > 0 && iters <= 100) - iterations = iters; - } - this.setUICallback = function(callback) { - uiCallback = callback; - } - var iterations = 10; - var visc = 0.5; - var dt = 0.1; - var dens; - var dens_prev; - var u; - var u_prev; - var v; - var v_prev; - var width; - var height; - var rowSize; - var size; - var displayFunc; - function reset() - { - rowSize = width + 2; - size = (width+2)*(height+2); - dens = new Array(size); - dens_prev = new Array(size); - u = new Array(size); - u_prev = new Array(size); - v = new Array(size); - v_prev = new Array(size); - for (var i = 0; i < size; i++) - dens_prev[i] = u_prev[i] = v_prev[i] = dens[i] = u[i] = v[i] = 0; - } - this.reset = reset; - this.setResolution = function (hRes, wRes) - { - var res = wRes * hRes; - if (res > 0 && res < 1000000 && (wRes != width || hRes != height)) { - width = wRes; - height = hRes; - reset(); - return true; - } - return false; - } - this.setResolution(64, 64); -} |