| Index: benchmarks/navier-stokes.js
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| diff --git a/benchmarks/navier-stokes.js b/benchmarks/navier-stokes.js
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..b0dc3c864570f3cbd06f37287ead905837817e19
|
| --- /dev/null
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| +++ b/benchmarks/navier-stokes.js
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| @@ -0,0 +1,387 @@
|
| +/**
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| + * Copyright 2012 the V8 project authors. All rights reserved.
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| + * Copyright 2009 Oliver Hunt <http://nerget.com>
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| + *
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| + * Permission is hereby granted, free of charge, to any person
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| + * obtaining a copy of this software and associated documentation
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| + * files (the "Software"), to deal in the Software without
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| + * restriction, including without limitation the rights to use,
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| + * copy, modify, merge, publish, distribute, sublicense, and/or sell
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| + * copies of the Software, and to permit persons to whom the
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| + * Software is furnished to do so, subject to the following
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| + * conditions:
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| + *
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| + * The above copyright notice and this permission notice shall be
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| + * included in all copies or substantial portions of the Software.
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| + *
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| + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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| + * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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| + * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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| + * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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| + * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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| + * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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| + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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| + * OTHER DEALINGS IN THE SOFTWARE.
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| + */
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| +
|
| +var NavierStokes = new BenchmarkSuite('NavierStokes', 1484000,
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| + [new Benchmark('NavierStokes',
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| + runNavierStokes,
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| + setupNavierStokes,
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| + tearDownNavierStokes)]);
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| +
|
| +var solver = null;
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| +
|
| +function runNavierStokes()
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| +{
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| + solver.update();
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| +}
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| +
|
| +function setupNavierStokes()
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| +{
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| + solver = new FluidField(null);
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| + solver.setResolution(128, 128);
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| + solver.setIterations(20);
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| + solver.setDisplayFunction(function(){});
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| + solver.setUICallback(prepareFrame);
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| + solver.reset();
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| +}
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| +
|
| +function tearDownNavierStokes()
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| +{
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| + solver = null;
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| +}
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| +
|
| +function addPoints(field) {
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| + var n = 64;
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| + for (var i = 1; i <= n; i++) {
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| + field.setVelocity(i, i, n, n);
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| + field.setDensity(i, i, 5);
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| + field.setVelocity(i, n - i, -n, -n);
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| + field.setDensity(i, n - i, 20);
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| + field.setVelocity(128 - i, n + i, -n, -n);
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| + field.setDensity(128 - i, n + i, 30);
|
| + }
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| +}
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| +
|
| +var framesTillAddingPoints = 0;
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| +var framesBetweenAddingPoints = 5;
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| +
|
| +function prepareFrame(field)
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| +{
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| + if (framesTillAddingPoints == 0) {
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| + addPoints(field);
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| + framesTillAddingPoints = framesBetweenAddingPoints;
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| + framesBetweenAddingPoints++;
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| + } else {
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| + framesTillAddingPoints--;
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| + }
|
| +}
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| +
|
| +// Code from Oliver Hunt (http://nerget.com/fluidSim/pressure.js) starts here.
|
| +function FluidField(canvas) {
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| + function addFields(x, s, dt)
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| + {
|
| + for (var i=0; i<size ; i++ ) x[i] += dt*s[i];
|
| + }
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| +
|
| + function set_bnd(b, x)
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| + {
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| + if (b===1) {
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| + for (var i = 1; i <= width; i++) {
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| + x[i] = x[i + rowSize];
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| + x[i + (height+1) *rowSize] = x[i + height * rowSize];
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| + }
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| +
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| + for (var j = 1; i <= height; i++) {
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| + x[j * rowSize] = -x[1 + j * rowSize];
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| + x[(width + 1) + j * rowSize] = -x[width + j * rowSize];
|
| + }
|
| + } else if (b === 2) {
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| + for (var i = 1; i <= width; i++) {
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| + x[i] = -x[i + rowSize];
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| + x[i + (height + 1) * rowSize] = -x[i + height * rowSize];
|
| + }
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| +
|
| + for (var j = 1; j <= height; j++) {
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| + x[j * rowSize] = x[1 + j * rowSize];
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| + x[(width + 1) + j * rowSize] = x[width + j * rowSize];
|
| + }
|
| + } else {
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| + for (var i = 1; i <= width; i++) {
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| + x[i] = x[i + rowSize];
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| + x[i + (height + 1) * rowSize] = x[i + height * rowSize];
|
| + }
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| +
|
| + for (var j = 1; j <= height; j++) {
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| + x[j * rowSize] = x[1 + j * rowSize];
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| + x[(width + 1) + j * rowSize] = x[width + j * rowSize];
|
| + }
|
| + }
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| + var maxEdge = (height + 1) * rowSize;
|
| + x[0] = 0.5 * (x[1] + x[rowSize]);
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| + x[maxEdge] = 0.5 * (x[1 + maxEdge] + x[height * rowSize]);
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| + x[(width+1)] = 0.5 * (x[width] + x[(width + 1) + rowSize]);
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| + x[(width+1)+maxEdge] = 0.5 * (x[width + maxEdge] + x[(width + 1) + height * rowSize]);
|
| + }
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| +
|
| + function lin_solve(b, x, x0, a, c)
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| + {
|
| + if (a === 0 && c === 1) {
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| + for (var j=1 ; j<=height; j++) {
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| + var currentRow = j * rowSize;
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| + ++currentRow;
|
| + for (var i = 0; i < width; i++) {
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| + x[currentRow] = x0[currentRow];
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| + ++currentRow;
|
| + }
|
| + }
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| + set_bnd(b, x);
|
| + } else {
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| + var invC = 1 / c;
|
| + for (var k=0 ; k<iterations; k++) {
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| + for (var j=1 ; j<=height; j++) {
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| + var lastRow = (j - 1) * rowSize;
|
| + var currentRow = j * rowSize;
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| + var nextRow = (j + 1) * rowSize;
|
| + var lastX = x[currentRow];
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| + ++currentRow;
|
| + for (var i=1; i<=width; i++)
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| + lastX = x[currentRow] = (x0[currentRow] + a*(lastX+x[++currentRow]+x[++lastRow]+x[++nextRow])) * invC;
|
| + }
|
| + set_bnd(b, x);
|
| + }
|
| + }
|
| + }
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| +
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| + function diffuse(b, x, x0, dt)
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| + {
|
| + var a = 0;
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| + lin_solve(b, x, x0, a, 1 + 4*a);
|
| + }
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| +
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| + function lin_solve2(x, x0, y, y0, a, c)
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| + {
|
| + if (a === 0 && c === 1) {
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| + for (var j=1 ; j <= height; j++) {
|
| + var currentRow = j * rowSize;
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| + ++currentRow;
|
| + for (var i = 0; i < width; i++) {
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| + x[currentRow] = x0[currentRow];
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| + y[currentRow] = y0[currentRow];
|
| + ++currentRow;
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| + }
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| + }
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| + set_bnd(1, x);
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| + set_bnd(2, y);
|
| + } else {
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| + var invC = 1/c;
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| + for (var k=0 ; k<iterations; k++) {
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| + for (var j=1 ; j <= height; j++) {
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| + var lastRow = (j - 1) * rowSize;
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| + var currentRow = j * rowSize;
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| + var nextRow = (j + 1) * rowSize;
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| + var lastX = x[currentRow];
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| + var lastY = y[currentRow];
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| + ++currentRow;
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| + for (var i = 1; i <= width; i++) {
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| + lastX = x[currentRow] = (x0[currentRow] + a * (lastX + x[currentRow] + x[lastRow] + x[nextRow])) * invC;
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| + lastY = y[currentRow] = (y0[currentRow] + a * (lastY + y[++currentRow] + y[++lastRow] + y[++nextRow])) * invC;
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| + }
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| + }
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| + set_bnd(1, x);
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| + set_bnd(2, y);
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| + }
|
| + }
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| + }
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| +
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| + function diffuse2(x, x0, y, y0, dt)
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| + {
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| + var a = 0;
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| + lin_solve2(x, x0, y, y0, a, 1 + 4 * a);
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| + }
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| +
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| + function advect(b, d, d0, u, v, dt)
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| + {
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| + var Wdt0 = dt * width;
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| + var Hdt0 = dt * height;
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| + var Wp5 = width + 0.5;
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| + var Hp5 = height + 0.5;
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| + for (var j = 1; j<= height; j++) {
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| + var pos = j * rowSize;
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| + for (var i = 1; i <= width; i++) {
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| + var x = i - Wdt0 * u[++pos];
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| + var y = j - Hdt0 * v[pos];
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| + if (x < 0.5)
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| + x = 0.5;
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| + else if (x > Wp5)
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| + x = Wp5;
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| + var i0 = x | 0;
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| + var i1 = i0 + 1;
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| + if (y < 0.5)
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| + y = 0.5;
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| + else if (y > Hp5)
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| + y = Hp5;
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| + var j0 = y | 0;
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| + var j1 = j0 + 1;
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| + var s1 = x - i0;
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| + var s0 = 1 - s1;
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| + var t1 = y - j0;
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| + var t0 = 1 - t1;
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| + var row1 = j0 * rowSize;
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| + var row2 = j1 * rowSize;
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| + d[pos] = s0 * (t0 * d0[i0 + row1] + t1 * d0[i0 + row2]) + s1 * (t0 * d0[i1 + row1] + t1 * d0[i1 + row2]);
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| + }
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| + }
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| + set_bnd(b, d);
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| + }
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| +
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| + function project(u, v, p, div)
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| + {
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| + var h = -0.5 / Math.sqrt(width * height);
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| + for (var j = 1 ; j <= height; j++ ) {
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| + var row = j * rowSize;
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| + var previousRow = (j - 1) * rowSize;
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| + var prevValue = row - 1;
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| + var currentRow = row;
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| + var nextValue = row + 1;
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| + var nextRow = (j + 1) * rowSize;
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| + for (var i = 1; i <= width; i++ ) {
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| + div[++currentRow] = h * (u[++nextValue] - u[++prevValue] + v[++nextRow] - v[++previousRow]);
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| + p[currentRow] = 0;
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| + }
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| + }
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| + set_bnd(0, div);
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| + set_bnd(0, p);
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| +
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| + lin_solve(0, p, div, 1, 4 );
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| + var wScale = 0.5 * width;
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| + var hScale = 0.5 * height;
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| + for (var j = 1; j<= height; j++ ) {
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| + var prevPos = j * rowSize - 1;
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| + var currentPos = j * rowSize;
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| + var nextPos = j * rowSize + 1;
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| + var prevRow = (j - 1) * rowSize;
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| + var currentRow = j * rowSize;
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| + var nextRow = (j + 1) * rowSize;
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| +
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| + for (var i = 1; i<= width; i++) {
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| + u[++currentPos] -= wScale * (p[++nextPos] - p[++prevPos]);
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| + v[currentPos] -= hScale * (p[++nextRow] - p[++prevRow]);
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| + }
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| + }
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| + set_bnd(1, u);
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| + set_bnd(2, v);
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| + }
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| +
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| + function dens_step(x, x0, u, v, dt)
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| + {
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| + addFields(x, x0, dt);
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| + diffuse(0, x0, x, dt );
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| + advect(0, x, x0, u, v, dt );
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| + }
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| +
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| + function vel_step(u, v, u0, v0, dt)
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| + {
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| + addFields(u, u0, dt );
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| + addFields(v, v0, dt );
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| + var temp = u0; u0 = u; u = temp;
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| + var temp = v0; v0 = v; v = temp;
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| + diffuse2(u,u0,v,v0, dt);
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| + project(u, v, u0, v0);
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| + var temp = u0; u0 = u; u = temp;
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| + var temp = v0; v0 = v; v = temp;
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| + advect(1, u, u0, u0, v0, dt);
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| + advect(2, v, v0, u0, v0, dt);
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| + project(u, v, u0, v0 );
|
| + }
|
| + var uiCallback = function(d,u,v) {};
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| +
|
| + function Field(dens, u, v) {
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| + // Just exposing the fields here rather than using accessors is a measurable win during display (maybe 5%)
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| + // but makes the code ugly.
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| + this.setDensity = function(x, y, d) {
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| + dens[(x + 1) + (y + 1) * rowSize] = d;
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| + }
|
| + this.getDensity = function(x, y) {
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| + return dens[(x + 1) + (y + 1) * rowSize];
|
| + }
|
| + this.setVelocity = function(x, y, xv, yv) {
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| + u[(x + 1) + (y + 1) * rowSize] = xv;
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| + v[(x + 1) + (y + 1) * rowSize] = yv;
|
| + }
|
| + this.getXVelocity = function(x, y) {
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| + return u[(x + 1) + (y + 1) * rowSize];
|
| + }
|
| + this.getYVelocity = function(x, y) {
|
| + return v[(x + 1) + (y + 1) * rowSize];
|
| + }
|
| + this.width = function() { return width; }
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| + this.height = function() { return height; }
|
| + }
|
| + function queryUI(d, u, v)
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| + {
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| + for (var i = 0; i < size; i++)
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| + u[i] = v[i] = d[i] = 0.0;
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| + uiCallback(new Field(d, u, v));
|
| + }
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| +
|
| + this.update = function () {
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| + queryUI(dens_prev, u_prev, v_prev);
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| + vel_step(u, v, u_prev, v_prev, dt);
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| + dens_step(dens, dens_prev, u, v, dt);
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| + displayFunc(new Field(dens, u, v));
|
| + }
|
| + this.setDisplayFunction = function(func) {
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| + displayFunc = func;
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| + }
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| +
|
| + this.iterations = function() { return iterations; }
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| + this.setIterations = function(iters) {
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| + if (iters > 0 && iters <= 100)
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| + iterations = iters;
|
| + }
|
| + this.setUICallback = function(callback) {
|
| + uiCallback = callback;
|
| + }
|
| + var iterations = 10;
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| + var visc = 0.5;
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| + var dt = 0.1;
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| + var dens;
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| + var dens_prev;
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| + var u;
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| + var u_prev;
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| + var v;
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| + var v_prev;
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| + var width;
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| + var height;
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| + var rowSize;
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| + var size;
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| + var displayFunc;
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| + function reset()
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| + {
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| + rowSize = width + 2;
|
| + size = (width+2)*(height+2);
|
| + dens = new Array(size);
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| + dens_prev = new Array(size);
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| + u = new Array(size);
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| + u_prev = new Array(size);
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| + v = new Array(size);
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| + v_prev = new Array(size);
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| + for (var i = 0; i < size; i++)
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| + dens_prev[i] = u_prev[i] = v_prev[i] = dens[i] = u[i] = v[i] = 0;
|
| + }
|
| + this.reset = reset;
|
| + this.setResolution = function (hRes, wRes)
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| + {
|
| + var res = wRes * hRes;
|
| + if (res > 0 && res < 1000000 && (wRes != width || hRes != height)) {
|
| + width = wRes;
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| + height = hRes;
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| + reset();
|
| + return true;
|
| + }
|
| + return false;
|
| + }
|
| + this.setResolution(64, 64);
|
| +}
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|
|