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// This file is part of Golly.
// See docs/License.html for the copyright notice.
#ifndef HLIFEALGO_H
#define HLIFEALGO_H
#include "lifealgo.h"
#include "liferules.h"
#include "util.h"
/*
* Into instances of this node structure is where almost all of the
* memory allocated by this program goes. Thus, it is imperative we
* keep it as small as possible so we can explore patterns as large
* and as deep as possible.
*
* But first, how does this program even work? Well, there are
* two major tricks that are used.
*
* The first trick is to represent the 2D space `symbolically'
* (in the sense that a binary decision diagram is a symbolic
* representation of a boolean predicate). This can be thought
* of as a sort of compression. We break up space into a grid of
* squares, each containing 8x8 cells. And we `canonicalize'
* each square; that is, all the squares with no cells set are
* represented by a single actual instance of an empty square;
* all squares with only the upper-left-most cell set are
* represented by yet another instance, and so on. A single pointer
* to the single instance of each square takes less space than
* representing the actual cell bits themselves.
*
* Where do we store these pointers? At first, one might envision
* a large two-dimensional array of pointers, each one pointing
* to one of the square instances. But instead, we group the
* squares (we'll call them 8-squares) into larger squares 16
* cells on a side; these are 16-squares. Each 16-square contains
* four 8-squares, so each 16-square is represented by four
* pointers, each to an 8-square. And we canonicalize these as
* well, so for a particular set of values for a 16 by 16 array
* of cells, we'll only have a single 16-square.
*
* And so on up; we canonicalize 32-squares out of 16-squares, and
* on up to some limit. Now the limit need not be very large;
* having just 20 levels of nodes gives us a universe that is
* 4 * 2**20 or about 4M cells on a side. Having 100 levels of
* nodes (easily within the limits of this program) gives us a
* universe that is 4 * 2**100 or about 5E30 cells on a side.
* I've run universes that expand well beyond 1E50 on a side with
* this program.
*
* [A nice thing about this representation is that there are no
* coordinate values anywhere, which means that there are no
* limits to the coordinate values or complex multidimensional
* arithmetic needed.]
*
* [Note that this structure so far is very similar to the octtrees
* used in 3D simulation and rendering programs. It's different,
* however, in that we canonicalize the nodes, and also, of course,
* in that it is 2D rather than 3D.]
*
* I mentioned there were two tricks, and that's only the first.
* The second trick is to cache the `results' of the LIFE calculation,
* but in a way that looks ahead farther in time as you go higher
* in the tree, much like the tree nodes themselves scan larger
* distances in space. This trick is just a little subtle, but it
* is where the bulk of the power of the program comes from.
*
* Consider once again the 8-squares. We want to cache the result
* of executing LIFE on that area. We could cache the result of
* looking ahead just one generation; that would yield a 6x6 square.
* (Note that we cannot calculate an 8-square, because we are
* using the single instance of the 8-square to represent all the
* different places that 8x8 arrangement occurs, and those different
* places might be surrounded by different border cells. But we
* can say for sure that the central 6-square will evolve in a
* unique way in the next generation.)
*
* We could also calculate the 4-square that is two generations
* hence, and the 3-square that is three generations hence, and
* the 2-square that is four generations hence. We choose the
* 4-square that is two generations hence; why will be clear in
* a moment.
*
* Now let's consider the 16-square. We would like to look farther
* ahead for this square (if we always only looked two generations
* ahead, our runtime would be at *least* linear in the number of
* generations, and we want to beat that.) So let's look 4 generations
* ahead, and cache the resulting 8-square. So we do.
*
* Where do we cache the results? Well, we cache the results in the
* same node structure we are using to store the pointers to the
* smaller squares themselves. And since we're hashing them all
* together, we want a next pointer for the hash chain. Put all of
* this together, and you get the following structure for the 16-squares
* and larger:
*/
struct node {
node *next ; /* hash link */
node *nw, *ne, *sw, *se ; /* constant; nw != 0 means nonleaf */
node *res ; /* cache */
} ;
/*
* For the 8-squares, we do not have `children', we have actual data
* values. We still break up the 8-square into 4-squares, but the
* 4-squares only have 16 cells in them, so we represent them directly
* by an unsigned short (in this case, the direct value itself takes
* less memory than the pointer we might replace it with).
*
* One minor trick about the following structure. We did lie above
* somewhat; sometimes the struct node * points to an actual struct
* node, and sometimes it points to a struct leaf. So we need a way
* to tell if the thing we are pointing at is a node or a leaf. We
* could add another bit to the node structure, but this would grow
* it, and we want it to stay as small as possible. Now, notice
* that, in all valid struct nodes, all four pointers (nw, ne, sw,
* and se) must contain a live non-zero value. We simply ensure
* that the struct leaf contains a zero where the first (nw) pointer
* field would be in a struct node.
*
* Each short represents a 4-square in normal, left-to-right then top-down
* order from the most significant bit. So bit 0x8000 is the upper
* left (or northwest) bit, and bit 0x1000 is the upper right bit, and
* so on.
*/
struct leaf {
node *next ; /* hash link */
node *isnode ; /* must always be zero for leaves */
unsigned short nw, ne, sw, se ; /* constant */
bigint leafpop ; /* how many set bits */
unsigned short res1, res2 ; /* constant */
} ;
/*
* If it is a struct node, this returns a non-zero value, otherwise it
* returns a zero value.
*/
#define is_node(n) (((node *)(n))->nw)
/*
* For explicit prefetching we retain some state on our lookup
* calculations.
*/
#ifdef USEPREFETCH
struct setup_t {
g_uintptr_t h ;
struct node *nw, *ne, *sw, *se ;
void prefetch(node **addr) const { PREFETCH(addr) ; }
} ;
#endif
/**
* Our hlifealgo class.
*/
class hlifealgo : public lifealgo {
public:
hlifealgo() ;
virtual ~hlifealgo() ;
// note that for hlifealgo, clearall() releases no memory; it retains
// the full cache information but just sets the current pattern to
// the empty pattern.
virtual void clearall() ; // not implemented
virtual int setcell(int x, int y, int newstate) ;
virtual int getcell(int x, int y) ;
virtual int nextcell(int x, int y, int &state) ;
virtual void endofpattern() ;
virtual void setIncrement(bigint inc) ;
virtual void setIncrement(int inc) { setIncrement(bigint(inc)) ; }
virtual void setGeneration(bigint gen) { generation = gen ; }
virtual const bigint &getPopulation() ;
virtual int isEmpty() ;
virtual int hyperCapable() { return 1 ; }
virtual void setMaxMemory(int m) ;
virtual int getMaxMemory() { return (int)(maxmem >> 20) ; }
virtual const char *setrule(const char *s) ;
virtual const char *getrule() { return hliferules.getrule() ; }
virtual void step() ;
virtual void* getcurrentstate() { return root ; }
virtual void setcurrentstate(void *n) ;
/*
* The contract of draw() is that it render every pixel in the
* viewport precisely once. This allows us to eliminate all
* flashing. Later we'll make this be damage-specific.
*/
virtual void draw(viewport &view, liferender &renderer) ;
virtual void fit(viewport &view, int force) ;
virtual void lowerRightPixel(bigint &x, bigint &y, int mag) ;
virtual void findedges(bigint *t, bigint *l, bigint *b, bigint *r) ;
virtual const char *readmacrocell(char *line) ;
virtual const char *writeNativeFormat(std::ostream &os, char *comments) ;
static void doInitializeAlgoInfo(staticAlgoInfo &) ;
private:
/*
* Some globals representing our universe. The root is the
* real root of the universe, and the depth is the depth of the
* tree where 2 means that root is a leaf, and 3 means that the
* children of root are leaves, and so on. The center of the
* root is always coordinate position (0,0), so at startup the
* x and y coordinates range from -4..3; in general,
* -(2**depth)..(2**depth)-1. The zeronodea is an
* array of canonical `empty-space' nodes at various depths.
* The ngens is an input parameter which is the second power of
* the number of generations to run.
*/
node *root ;
int depth ;
node **zeronodea ;
int nzeros ;
/*
* Finally, our gc routine. We keep a `stack' of all the `roots'
* we want to preserve. Nodes not reachable from here, we allow to
* be freed. Same with leaves.
*/
node **stack ;
int stacksize ;
g_uintptr_t hashpop, hashlimit, hashprime ;
#ifndef PRIMEMOD
g_uintptr_t hashmask ;
#endif
static double maxloadfactor ;
node **hashtab ;
int halvesdone ;
int gsp ;
g_uintptr_t alloced, maxmem ;
node *freenodes ;
int okaytogc ;
g_uintptr_t totalthings ;
node *nodeblocks ;
char *ruletable ;
bigint population ;
bigint setincrement ;
bigint pow2step ; // greatest power of two in increment
int nonpow2 ; // increment / pow2step
int ngens ; // log2(pow2step)
int popValid, needPop, inGC ;
/*
* When rendering we store the relevant bits here rather than
* passing them deep into recursive subroutines.
*/
liferender *renderer ;
viewport *view ;
int uviewh, uvieww, viewh, vieww, mag, pmag ;
int llbits, llsize ;
char *llxb, *llyb ;
int hashed ;
int cacheinvalid ;
g_uintptr_t cellcounter ; // used when writing
g_uintptr_t writecells ; // how many to write
int gccount ; // how many gcs total this pattern
int gcstep ; // how many gcs this step
hperf running_hperf, step_hperf, inc_hperf ;
int softinterrupt ;
static char statusline[] ;
//
void leafres(leaf *n) ;
void resize() ;
node *find_node(node *nw, node *ne, node *sw, node *se) ;
#ifdef USEPREFETCH
node *find_node(setup_t &su) ;
void setupprefetch(setup_t &su, node *nw, node *ne, node *sw, node *se) ;
#endif
void unhash_node(node *n) ;
void unhash_node2(node *n) ;
void rehash_node(node *n) ;
leaf *find_leaf(unsigned short nw, unsigned short ne,
unsigned short sw, unsigned short se) ;
node *getres(node *n, int depth) ;
node *dorecurs(node *n, node *ne, node *t, node *e, int depth) ;
node *dorecurs_half(node *n, node *ne, node *t, node *e, int depth) ;
leaf *dorecurs_leaf(leaf *n, leaf *ne, leaf *t, leaf *e) ;
leaf *dorecurs_leaf_half(leaf *n, leaf *ne, leaf *t, leaf *e) ;
leaf *dorecurs_leaf_quarter(leaf *n, leaf *ne, leaf *t, leaf *e) ;
node *newnode() ;
leaf *newleaf() ;
node *newclearednode() ;
leaf *newclearedleaf() ;
void pushroot_1() ;
int node_depth(node *n) ;
node *zeronode(int depth) ;
node *pushroot(node *n) ;
node *gsetbit(node *n, int x, int y, int newstate, int depth) ;
int getbit(node *n, int x, int y, int depth) ;
int nextbit(node *n, int x, int y, int depth) ;
node *hashpattern(node *root, int depth) ;
node *popzeros(node *n) ;
const bigint &calcpop(node *root, int depth) ;
void aftercalcpop2(node *root, int depth) ;
void afterwritemc(node *root, int depth) ;
void calcPopulation() ;
node *save(node *n) ;
void pop(int n) ;
void clearstack() ;
void clearcache() ;
void gc_mark(node *root, int invalidate) ;
void do_gc(int invalidate) ;
void clearcache(node *n, int depth, int clearto) ;
void clearcache_p1(node *n, int depth, int clearto) ;
void clearcache_p2(node *n, int depth, int clearto) ;
void new_ngens(int newval) ;
int log2(unsigned int n) ;
node *runpattern() ;
void renderbm(int x, int y) ;
void fill_ll(int d) ;
void drawnode(node *n, int llx, int lly, int depth, node *z) ;
void ensure_hashed() ;
g_uintptr_t writecell(std::ostream &os, node *root, int depth) ;
g_uintptr_t writecell_2p1(node *root, int depth) ;
g_uintptr_t writecell_2p2(std::ostream &os, node *root, int depth) ;
void unpack8x8(unsigned short nw, unsigned short ne,
unsigned short sw, unsigned short se,
unsigned int *top, unsigned int *bot) ;
liferules hliferules ;
} ;
#endif
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