// citation: Guillaume da GraƧca, David Defour. Implementation of float-float operators on graphics hardware. // Real Numbers and Computers 7, Jul 2006, Nancy, France. pp.23-32. ffhal-00021443 // https://hal.archives-ouvertes.fr/hal-00021443/document // added some optimizations using fma #pragma OPENCL FP_CONTRACT OFF float2 twoSum(float a, float b) { float s = a + b; float v = s - a; float r = (a - (s - v)) + (b - v); return (float2)(s, r); } float2 quickTwoSum(float a, float b) { float s = a + b; float e = b - (s - a); return (float2)(s, e); } float2 split(float a) { float c = (4096 + 1) * a; float abig = c - a; float ahi = c - abig; float alo = a - ahi; return (float2)(ahi, alo); } float2 twoProd(float a, float b) { #ifdef FP_FAST_FMA float p = a * b; float e = fma(a, b, -p); return (float2)(p, e); #else float x = a * b; float2 aex = split(a); float2 bex = split(b); float errx = x - (aex.s0 * bex.s0); float erry = errx - (aex.s1 * bex.s0); float errz = erry - (aex.s0 * bex.s1); float y = (aex.s1 * bex.s1) - errz; return (float2)(x, y); #endif } float2 add(float2 a, float2 b) { float2 se = twoSum(a.s0, b.s0); se.s1 += a.s1 + b.s1; return quickTwoSum(se.s0, se.s1); } float2 mul(float2 a, float2 b) { float2 t = twoProd(a.s0, b.s0); t.s1 += ((a.s0 * b.s1) + (a.s1 * b.s0)); return twoSum(t.s0, t.s1); } float2 sq(float2 a) { float2 t = twoProd(a.s0, a.s0); float e = 2 * a.s0 * a.s1; t.s1 += e; return quickTwoSum(t.s0, t.s1); } float2 mulFloat(float2 a, float b) { float2 t = twoProd(a.s0, b); t.s1 += (a.s1 * b); return quickTwoSum(t.s0, t.s1); } __kernel void iterate(__global float* A, const int width, float x1, float x2, float y1, float y2, float pw1, float pw2, float ph1, float ph2, int max, int smooth, int julia, float jx1, float jx2, float jy1, float jy2) { int index = get_global_id(0); int px = index % width; int py = index / width; float2 xl = (float2)(x1, x2); float2 yt = (float2)(y1, y2); float2 pixelScaleX = (float2)(pw1, pw2); float2 pixelScaleY = (float2)(ph1, ph2); float2 a = add(mulFloat(pixelScaleX, (float) px), xl); // pixelScaleX * px + xl float2 b = add(mulFloat(pixelScaleY, (float) py), yt); // pixelScaleY * py + yt float2 ca = a; float2 cb = b; if (julia != 0) { ca = (float2)(jx1, jx2); cb = (float2)(jy1, jy2); } int n = 0; while (n < max - 1) { float2 aa = sq(a); float2 bb = sq(b); float2 ab = mul(a, b); float2 minusbb = (float2)(-bb.s0, -bb.s1); a = add(add(aa, minusbb), ca); b = add(add(ab, ab), cb); if (aa.s0 + bb.s0 > 16) break; n++; } // N + 1 - log (log |Z(N)|) / log 2 if (n >= max - 1) A[index] = max; else { if (smooth != 0) A[index] = ((float) n) + 1 - log(log(a.s0 * a.s0 + b.s0 * b.s0) / 2) / log(2.0f); else A[index] = ((float)n); } }