1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369
|
/*=========================================================================
Program: Visualization Toolkit
Module: vtkRandomPool.cxx
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
#include "vtkRandomPool.h"
#include "vtkArrayDispatch.h"
#include "vtkDataArray.h"
#include "vtkDataArrayRange.h"
#include "vtkMath.h"
#include "vtkMersenneTwister.h"
#include "vtkMinimalStandardRandomSequence.h"
#include "vtkMultiThreader.h"
#include "vtkNew.h"
#include "vtkObjectFactory.h"
#include "vtkSMPTools.h"
#include <algorithm>
#include <cassert>
VTK_ABI_NAMESPACE_BEGIN
vtkStandardNewMacro(vtkRandomPool);
vtkCxxSetObjectMacro(vtkRandomPool, Sequence, vtkRandomSequence);
VTK_ABI_NAMESPACE_END
//------------------------------------------------------------------------------
// Static methods to populate a data array.
namespace
{
// This method scales all components between (min,max)
template <typename ArrayT>
struct PopulateDA
{
using T = vtk::GetAPIType<ArrayT>;
const double* Pool;
ArrayT* Array;
T Min;
T Max;
PopulateDA(const double* pool, ArrayT* array, double min, double max)
: Pool(pool)
, Array(array)
{
this->Min = static_cast<T>(min);
this->Max = static_cast<T>(max);
}
void Initialize() {}
void operator()(vtkIdType dataId, vtkIdType endDataId)
{
const double* pool = this->Pool + dataId;
const double* poolEnd = this->Pool + endDataId;
const double range = static_cast<double>(this->Max - this->Min);
auto output = vtk::DataArrayValueRange(this->Array, dataId, endDataId);
std::transform(pool, poolEnd, output.begin(),
[&](const double p) -> T { return this->Min + static_cast<T>(p * range); });
}
void Reduce() {}
};
struct PopulateLauncher
{
template <typename ArrayT>
void operator()(ArrayT* array, const double* pool, double min, double max) const
{
PopulateDA<ArrayT> popDA{ pool, array, min, max };
vtkSMPTools::For(0, array->GetNumberOfValues(), popDA);
}
};
// This method scales a selected component between (min,max)
template <typename ArrayT>
struct PopulateDAComponent
{
using T = vtk::GetAPIType<ArrayT>;
const double* Pool;
ArrayT* Array;
int CompNum;
T Min;
T Max;
PopulateDAComponent(const double* pool, ArrayT* array, double min, double max, int compNum)
: Pool(pool)
, Array(array)
, CompNum(compNum)
{
this->Min = static_cast<T>(min);
this->Max = static_cast<T>(max);
}
void Initialize() {}
void operator()(vtkIdType tupleId, vtkIdType endTupleId)
{
const int numComp = this->Array->GetNumberOfComponents();
const double range = static_cast<double>(this->Max - this->Min);
const vtkIdType valueId = tupleId * numComp + this->CompNum;
const vtkIdType endValueId = endTupleId * numComp;
const double* poolIter = this->Pool + valueId;
const double* poolEnd = this->Pool + endValueId;
auto data = vtk::DataArrayValueRange(this->Array, valueId, endValueId);
auto dataIter = data.begin();
for (; poolIter < poolEnd; dataIter += numComp, poolIter += numComp)
{
*dataIter = this->Min + static_cast<T>(*poolIter * range);
}
}
void Reduce() {}
};
struct PopulateDAComponentLauncher
{
template <typename ArrayT>
void operator()(ArrayT* array, const double* pool, double min, double max, int compNum)
{
PopulateDAComponent<ArrayT> popDAC{ pool, array, min, max, compNum };
vtkSMPTools::For(0, array->GetNumberOfTuples(), popDAC);
}
};
} // anonymous namespace
VTK_ABI_NAMESPACE_BEGIN
//------------------------------------------------------------------------------
vtkRandomPool::vtkRandomPool()
{
this->Sequence = vtkMinimalStandardRandomSequence::New();
this->Size = 0;
this->NumberOfComponents = 1;
this->ChunkSize = 10000;
this->TotalSize = 0;
this->Pool = nullptr;
// Ensure that the modified time > generate time
this->GenerateTime.Modified();
this->Modified();
}
//------------------------------------------------------------------------------
vtkRandomPool::~vtkRandomPool()
{
this->SetSequence(nullptr);
delete[] this->Pool;
}
//------------------------------------------------------------------------------
void vtkRandomPool::PopulateDataArray(vtkDataArray* da, double minRange, double maxRange)
{
if (da == nullptr)
{
vtkWarningMacro(<< "Bad request");
return;
}
vtkIdType size = da->GetNumberOfTuples();
int numComp = da->GetNumberOfComponents();
this->SetSize(size);
this->SetNumberOfComponents(numComp);
const double* pool = this->GeneratePool();
if (pool == nullptr)
{
return;
}
// Now perform the scaling of all components
using Dispatcher = vtkArrayDispatch::Dispatch;
PopulateLauncher worker;
if (!Dispatcher::Execute(da, worker, pool, minRange, maxRange))
{ // Fallback for unknown array types:
worker(da, pool, minRange, maxRange);
}
// Make sure that the data array is marked modified
da->Modified();
}
//------------------------------------------------------------------------------
void vtkRandomPool::PopulateDataArray(
vtkDataArray* da, int compNum, double minRange, double maxRange)
{
if (da == nullptr)
{
vtkWarningMacro(<< "Bad request");
return;
}
vtkIdType size = da->GetNumberOfTuples();
int numComp = da->GetNumberOfComponents();
compNum = (compNum < 0 ? 0 : (compNum >= numComp ? numComp - 1 : compNum));
this->SetSize(size);
this->SetNumberOfComponents(numComp);
const double* pool = this->GeneratePool();
if (pool == nullptr)
{
return;
}
// Now perform the scaling for one of the components
using Dispatcher = vtkArrayDispatch::Dispatch;
PopulateDAComponentLauncher worker;
if (!Dispatcher::Execute(da, worker, pool, minRange, maxRange, compNum))
{ // fallback
worker(da, pool, minRange, maxRange, compNum);
}
// Make sure that the data array is marked modified
da->Modified();
}
//------------------------------------------------------------------------------
// Support multithreading of sequence generation
struct vtkRandomPoolInfo
{
vtkIdType NumThreads;
vtkRandomSequence** Sequencer;
double* Pool;
vtkIdType SeqSize;
vtkIdType SeqChunk;
vtkRandomSequence* Sequence;
vtkRandomPoolInfo(double* pool, vtkIdType seqSize, vtkIdType seqChunk, vtkIdType numThreads,
vtkRandomSequence* ranSeq)
: NumThreads(numThreads)
, Pool(pool)
, SeqSize(seqSize)
, SeqChunk(seqChunk)
, Sequence(ranSeq)
{
this->Sequencer = new vtkRandomSequence*[numThreads];
for (vtkIdType i = 0; i < numThreads; ++i)
{
this->Sequencer[i] = ranSeq->NewInstance();
assert(this->Sequencer[i] != nullptr);
this->Sequencer[i]->Initialize(static_cast<vtkTypeUInt32>(i));
}
}
~vtkRandomPoolInfo()
{
for (vtkIdType i = 0; i < this->NumThreads; ++i)
{
this->Sequencer[i]->Delete();
}
delete[] this->Sequencer;
}
};
//------------------------------------------------------------------------------
// This is the multithreaded piece of random sequence generation.
static VTK_THREAD_RETURN_TYPE vtkRandomPool_ThreadedMethod(void* arg)
{
// Grab input
vtkRandomPoolInfo* info;
int threadId;
threadId = ((vtkMultiThreader::ThreadInfo*)(arg))->ThreadID;
info = (vtkRandomPoolInfo*)(((vtkMultiThreader::ThreadInfo*)(arg))->UserData);
// Generate subsequence and place into global sequence in correct spot
vtkRandomSequence* sequencer = info->Sequencer[threadId];
double* pool = info->Pool;
vtkIdType i, start = threadId * info->SeqChunk;
vtkIdType end = start + info->SeqChunk;
end = (end < info->SeqSize ? end : info->SeqSize);
for (i = start; i < end; ++i, sequencer->Next())
{
pool[i] = sequencer->GetValue();
}
return VTK_THREAD_RETURN_VALUE;
}
//------------------------------------------------------------------------------
// May use threaded sequence generation if the length of the sequence is
// greater than a pre-defined work size.
const double* vtkRandomPool::GeneratePool()
{
// Return if generation has already occurred
if (this->GenerateTime > this->MTime)
{
return this->Pool;
}
// Check for valid input and correct if necessary
this->TotalSize = this->Size * this->NumberOfComponents;
if (this->TotalSize <= 0 || this->Sequence == nullptr)
{
vtkWarningMacro(<< "Bad pool size");
this->Size = this->TotalSize = 1000;
this->NumberOfComponents = 1;
}
this->ChunkSize = (this->ChunkSize < 1000 ? 1000 : this->ChunkSize);
delete[] this->Pool;
this->Pool = new double[this->TotalSize];
// Control the number of threads spawned.
vtkIdType seqSize = this->TotalSize;
vtkIdType seqChunk = this->ChunkSize;
vtkIdType numThreads = (seqSize / seqChunk) + 1;
vtkRandomSequence* sequencer = this->Sequence;
// Fast path don't spin up threads
if (numThreads == 1)
{
sequencer->Initialize(31415);
double* p = this->Pool;
for (vtkIdType i = 0; i < seqSize; ++i, sequencer->Next())
{
*p++ = sequencer->GetValue();
}
}
// Otherwise spawn threads to fill in chunks of the sequence.
else
{
vtkNew<vtkMultiThreader> threader;
threader->SetNumberOfThreads(numThreads);
vtkIdType actualThreads = threader->GetNumberOfThreads();
if (actualThreads < numThreads) // readjust work load
{
numThreads = actualThreads;
}
// Now distribute work
vtkRandomPoolInfo info(this->Pool, seqSize, seqChunk, numThreads, this->Sequence);
threader->SetSingleMethod(vtkRandomPool_ThreadedMethod, (void*)&info);
threader->SingleMethodExecute();
} // spawning threads
// Update generation time
this->GenerateTime.Modified();
return this->Pool;
}
//------------------------------------------------------------------------------
void vtkRandomPool::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
os << indent << "Sequence: " << this->Sequence << "\n";
os << indent << "Size: " << this->Size << "\n";
os << indent << "Number Of Components: " << this->NumberOfComponents << "\n";
os << indent << "Chunk Size: " << this->ChunkSize << "\n";
}
VTK_ABI_NAMESPACE_END
|