// # Changes: SoA layout for pedestrians (file-scope arrays instead of struct fields) // # added flopcount // FLOPCOUNT = n_iter * ( 69 * n_p ** 2 - 32 * n_p + 55 * n_obstacles * n_p ) // # Predecessor: variant_float_inlining.cpp #include "../headers/board_reduced_float.hpp" #include "../headers/constants_float.hpp" #include "../headers/pedestrian_reduced_float.hpp" #include #include #include #include #include #include #include #include #define SEED 42 #define BOARD_WIDTH 10.0f #define BOARD_LENGTH 50.0f #define WALL_EPS 1e-3f #define BOARD_WIDTH_MINUS_WALL_EPS 9.999f #ifndef RANDOM_SEED #define RANDOM_SEED 0 #endif #ifndef BENCHMARK #define BENCHMARK 0 #endif using namespace std; // we wanna use arrays so we can implement SoA, one array per pedestrian field vector pos_x, pos_y; vector sb_sq; vector sb_e_x, sb_e_y; vector e_x, e_y; vector curr_vel_x, curr_vel_y; vector w_x, w_y; vector desired_v0; vector v_max; vector destination_x, destination_y; vector color; Pedestrian *init_pedestrians(int n_p) { #if RANDOM_SEED random_device rd; mt19937 gen(rd()); #else mt19937 gen(SEED); #endif normal_distribution velocity_gen(v0_mean, v0_std_dev); uniform_real_distribution y_gen(0.3, BOARD_WIDTH - 0.3); uniform_real_distribution x_gen_left(2.0, BOARD_LENGTH / 2.0); uniform_real_distribution x_gen_right(BOARD_LENGTH / 2.0, BOARD_LENGTH - 2.0); // resize all arrays for this run pos_x.resize(n_p); pos_y.resize(n_p); sb_sq.resize(n_p); sb_e_x.resize(n_p); sb_e_y.resize(n_p); e_x.resize(n_p); e_y.resize(n_p); curr_vel_x.resize(n_p); curr_vel_y.resize(n_p); w_x.resize(n_p); w_y.resize(n_p); desired_v0.resize(n_p); v_max.resize(n_p); destination_x.resize(n_p); destination_y.resize(n_p); color.resize(n_p); int n_p_half = n_p / 2; for (int i = 0; i < n_p_half; i++) { float x = x_gen_left(gen); float y = y_gen(gen); float dest_x = BOARD_LENGTH + 30.0; // renamed to avoid shadowing destination_x[] float dest_y = y; float init_e_x = dest_x - x; float init_e_y = dest_y - y; float init_e_norm = sqrt(init_e_x * init_e_x + init_e_y * init_e_y); float init_e_unit_x = init_e_x / init_e_norm; float init_e_unit_y = init_e_y / init_e_norm; float d_v0; do { d_v0 = velocity_gen(gen); } while (d_v0 <= 0.1); float v_m = 1.3 * d_v0; color[i] = 0; pos_x[i] = x; pos_y[i] = y; e_x[i] = init_e_unit_x; e_y[i] = init_e_unit_y; v_max[i] = v_m; desired_v0[i] = d_v0; destination_x[i] = dest_x; destination_y[i] = dest_y; // Fields the Pedestrian constructor would have zero-initialized (c_v_x=c_v_y=0): w_x[i] = 0.0f; w_y[i] = 0.0f; curr_vel_x[i] = 0.0f; curr_vel_y[i] = 0.0f; sb_sq[i] = 0.0f; sb_e_x[i] = 0.0f; sb_e_y[i] = 0.0f; } for (int i = n_p_half; i < n_p; i++) { float x = x_gen_right(gen); float y = y_gen(gen); float dest_x = -30; float dest_y = y; float init_e_x = dest_x - x; float init_e_y = dest_y - y; float init_e_norm = sqrt(init_e_x * init_e_x + init_e_y * init_e_y); float init_e_unit_x = init_e_x / init_e_norm; float init_e_unit_y = init_e_y / init_e_norm; float d_v0; do { d_v0 = velocity_gen(gen); } while (d_v0 <= 0.1); float v_m = 1.3 * d_v0; color[i] = 1; pos_x[i] = x; pos_y[i] = y; e_x[i] = init_e_unit_x; e_y[i] = init_e_unit_y; v_max[i] = v_m; desired_v0[i] = d_v0; destination_x[i] = dest_x; destination_y[i] = dest_y; w_x[i] = 0.0f; w_y[i] = 0.0f; curr_vel_x[i] = 0.0f; curr_vel_y[i] = 0.0f; sb_sq[i] = 0.0f; sb_e_x[i] = 0.0f; sb_e_y[i] = 0.0f; } return nullptr; } Board init_board_without_obstacles() { return Board(BOARD_LENGTH, BOARD_WIDTH, 0, nullptr); } int run_simulation(Pedestrian *pedestrians, Board &board, int n_p, int n_iter, const char *dump_path) { (void)pedestrians; #if BENCHMARK (void)dump_path; #endif #if !BENCHMARK const int dump_interval = 1; vector> samples; if (dump_path) { samples.reserve(static_cast(n_iter / dump_interval + 1) * n_p); for (int i = 0; i < n_p; i++) { samples.emplace_back(0, i, pos_x[i], pos_y[i], e_x[i], e_y[i], color[i]); } } #endif // here we have real (simple) symmetry std::vector r_ab_x_lut(n_p * n_p, 0.0); std::vector r_ab_y_lut(n_p * n_p, 0.0); std::vector r_ab_norm_lut(n_p * n_p, 0.0); // use NAME[i * n_p + j] // FLOPCOUNT (everything inside the t-loop). EXP kept as its own op (one real exp() per call). // section costs: overhead 4 ADD 4 MULT | distance pair 3 ADD 2 MULT 1 SQRT | // ped-ped j 11 ADD 22 MULT 2 SQRT 1 DIV 1 EXP | // obstacle 10 ADD 13 MULT 1 SQRT 1 DIV 1 EXP | update 7 ADD 17 MULT 3 SQRT 2 DIV // # ADDs: n_iter * ( // # n_p * 4 + // # 0.5 * (n_p*n_p - n_p) * 3 + // # n_p * (n_p - 1) * 11 + // # n_p * board.n_obstacles * 10 + // # n_p * 7 // # ) // # MULTs: n_iter * ( // # n_p * 4 + // # 0.5 * (n_p*n_p - n_p) * 2 + // # n_p * (n_p - 1) * 22 + // # n_p * board.n_obstacles * 13 + // # n_p * 17 // # ) // # DIVs: n_iter * ( // # n_p * (n_p - 1) + // # n_p * board.n_obstacles + // # n_p * 2 // # ) // # SQRTs: n_iter * ( // # 0.5 * (n_p*n_p - n_p) + // # n_p * (n_p - 1) * 2 + // # n_p * board.n_obstacles + // # n_p * 3 // # ) // # EXPs: n_iter * ( // # n_p * (n_p - 1) + // # n_p * board.n_obstacles // # ) // total with EXP = 30: n_iter * ( 69 * n_p ** 2 - 32 * n_p + 55 * n_obstacles * n_p ) for (int t = 0; t < n_iter; t++) { for (int i = 0; i < n_p; i++) { // # 1 MULT float desired_velocity_x = e_x[i] * desired_v0[i]; // # 1 MULT float desired_velocity_y = e_y[i] * desired_v0[i]; // # 1 ADD, 1 MULT float f_alpha_dt_x = (desired_velocity_x - curr_vel_x[i]) * dt_times_tau_alpha_inv; // # 1 ADD, 1 MULT float f_alpha_dt_y = (desired_velocity_y - curr_vel_y[i]) * dt_times_tau_alpha_inv; // lut for distances // get all distances first // # each pair: 6 FLOPS, total over all i = 0.5*(n_p*n_p - n_p) * 6 for (int j = i + 1; j < n_p; j++) { // # 1 ADD float dx = pos_x[i] - pos_x[j]; // # 1 ADD float dy = pos_y[i] - pos_y[j]; // # 1 ADD, 2 MULTs, 1 SQRT float norm = sqrt(dx * dx + dy * dy); int idx = i * n_p + j; r_ab_x_lut[idx] = dx; r_ab_y_lut[idx] = dy; r_ab_norm_lut[idx] = norm; } // force between pedestrians // # one j (the i==j case is skipped) = 66 FLOPS, runs (n_p-1) times per i for (int j = 0; j < n_p; j++) { if (i == j) continue; // symmetry: lut lookup is for free, the -1* sign flip is not counted float r_ab_x, r_ab_y, r_ab_norm; if (i < j) { r_ab_x = r_ab_x_lut[i * n_p + j]; r_ab_y = r_ab_y_lut[i * n_p + j]; r_ab_norm = r_ab_norm_lut[i * n_p + j]; } else { // other direction r_ab_x = -1 * r_ab_x_lut[j * n_p + i]; r_ab_y = -1 * r_ab_y_lut[j * n_p + i]; r_ab_norm = r_ab_norm_lut[j * n_p + i]; } //float r_ab_x = pos_x[i] - pos_x[j]; //float r_ab_y = pos_y[i] - pos_y[j]; //float r_ab_norm = sqrt(r_ab_x * r_ab_x + r_ab_y * r_ab_y); r_ab_norm = r_ab_norm > EPS ? r_ab_norm : EPS; // # 1 ADD float r_ab2_x = r_ab_x - sb_e_x[j]; // # 1 ADD float r_ab2_y = r_ab_y - sb_e_y[j]; // # 1 ADD, 2 MULTs, 1 SQRT float r_ab2_norm = sqrt(r_ab2_x * r_ab2_x + r_ab2_y * r_ab2_y); r_ab2_norm = r_ab2_norm > EPS ? r_ab2_norm : EPS; // # 1 ADD float r_ab_norm_sum = r_ab_norm + r_ab2_norm; // # 1 ADD, 1 MULT float two_b_sq = r_ab_norm_sum * r_ab_norm_sum - sb_sq[j]; two_b_sq = two_b_sq > EPS_SQ ? two_b_sq : EPS_SQ; // # 1 SQRT float two_b = sqrt(two_b_sq); // # 5 MULTs, 1 DIV, 1 EXP float scalar_mult_common = (r_ab_norm_sum / (two_b * r_ab_norm * r_ab2_norm)) * (NEG_V0_AB_div_TWO_SIGMA * exp(two_b * NEG_TWO_SIGMA_INV)); // # 1 MULT float scalar_mult_r_ab = scalar_mult_common * r_ab2_norm; // # 1 MULT float scalar_mult_r_ab2 = scalar_mult_common * r_ab_norm; // # 1 ADD, 2 MULTs float f_alpha_beta_neg_x = r_ab_x * scalar_mult_r_ab + r_ab2_x * scalar_mult_r_ab2; // # 1 ADD, 2 MULTs float f_alpha_beta_neg_y = r_ab_y * scalar_mult_r_ab + r_ab2_y * scalar_mult_r_ab2; float w_val; // # 1 ADD, 2 MULTs float f_norm_sq = f_alpha_beta_neg_x * f_alpha_beta_neg_x + f_alpha_beta_neg_y * f_alpha_beta_neg_y; // # 1 MULT float rhs = f_norm_sq * cos_phi_sq; // # 1 ADD, 2 MULTs float e_dot_f = e_x[i] * f_alpha_beta_neg_x + e_y[i] * f_alpha_beta_neg_y; // # 1 MULT float e_dot_f_sq = e_dot_f * e_dot_f; if (e_dot_f >= 0.0 || e_dot_f_sq <= rhs) w_val = dt_neg; else w_val = c_neg_times_dt; // # 1 ADD, 1 MULT f_alpha_dt_x = f_alpha_dt_x + f_alpha_beta_neg_x * w_val; // # 1 ADD, 1 MULT f_alpha_dt_y = f_alpha_dt_y + f_alpha_beta_neg_y * w_val; } // force between pedestrian and obstacles // # one obstacle = 55 FLOPS (w_val here is sign-based, no a*a / b_sq) for (int k = 0; k < board.n_obstacles; k++) { // # 1 ADD float v1_x = pos_x[i] - board.obstacles[k].start_x; // # 1 ADD float v1_y = pos_y[i] - board.obstacles[k].start_y; float v2_x = board.obstacles[k].obstacle_v_x; float v2_y = board.obstacles[k].obstacle_v_y; // # 1 ADD, 3 MULTs float projection = (v1_x * v2_x + v1_y * v2_y) * board.obstacles[k].length_sq_inv; if (projection < 0.0) projection = 0.0; else if (projection > 1.0) projection = 1.0; // # 2 ADDs, 1 MULT float r_aB_x = pos_x[i] - (board.obstacles[k].start_x + board.obstacles[k].obstacle_v_x * projection); // # 2 ADDs, 1 MULT float r_aB_y = pos_y[i] - (board.obstacles[k].start_y + board.obstacles[k].obstacle_v_y * projection); // # 1 ADD, 2 MULTs, 1 SQRT float r_aB_norm = sqrt(r_aB_x * r_aB_x + r_aB_y * r_aB_y); r_aB_norm = r_aB_norm > EPS ? r_aB_norm : EPS; // # 2 MULTs, 1 DIV, 1 EXP float scalar_mult = (NEG_U0_AB_div_R * exp(r_aB_norm * NEG_R_INV)) / r_aB_norm; // # 1 MULT float f_alpha_B_neg_x = r_aB_x * scalar_mult; // # 1 MULT float f_alpha_B_neg_y = r_aB_y * scalar_mult; float w_val; // sign select only, no flops float e_dot_f = (f_alpha_B_neg_y == 0) ? 0 : (f_alpha_B_neg_y < 0 ? -e_y[i] : e_y[i]); if (e_dot_f >= cos_phi) w_val = dt_neg; else w_val = c_neg_times_dt; // # 1 MULT float f_alpha_B_dt_x = f_alpha_B_neg_x * w_val; // # 1 MULT float f_alpha_B_dt_y = f_alpha_B_neg_y * w_val; // # 1 ADD f_alpha_dt_x += f_alpha_B_dt_x; // # 1 ADD f_alpha_dt_y += f_alpha_B_dt_y; } // # 1 ADD w_x[i] += f_alpha_dt_x; // # 1 ADD w_y[i] += f_alpha_dt_y; } // update each pedestrian // # 29 FLOPS per pedestrian for (int i = 0; i < n_p; i++) { // # 1 ADD, 2 MULTs, 1 SQRT float w_norm = sqrt(w_x[i] * w_x[i] + w_y[i] * w_y[i]); float w_norm2 = w_norm > EPS ? w_norm : EPS; // # 1 DIV float correction_factor = min(1.0f, v_max[i] / w_norm2); // # 1 MULT curr_vel_x[i] = w_x[i] * correction_factor; // # 1 MULT curr_vel_y[i] = w_y[i] * correction_factor; // # 1 ADD, 1 MULT pos_x[i] = pos_x[i] + curr_vel_x[i] * dt; // # 1 ADD, 1 MULT pos_y[i] = pos_y[i] + curr_vel_y[i] * dt; if (color[i] == 0 && pos_x[i] > (BOARD_LENGTH - 1.5)) { pos_x[i] = 1.0; destination_y[i] = pos_y[i]; w_x[i] = desired_v0[i]; w_y[i] = 0.0; curr_vel_x[i] = w_x[i]; curr_vel_y[i] = w_y[i]; } if (color[i] == 1 && pos_x[i] < 1.5) { pos_x[i] = BOARD_LENGTH - 1.0; destination_y[i] = pos_y[i]; w_x[i] = -desired_v0[i]; w_y[i] = 0.0; curr_vel_x[i] = w_x[i]; curr_vel_y[i] = w_y[i]; } pos_y[i] = clamp(pos_y[i], WALL_EPS, BOARD_WIDTH_MINUS_WALL_EPS); // # 1 ADD float ex = destination_x[i] - pos_x[i]; // # 1 ADD float ey = destination_y[i] - pos_y[i]; // # 1 ADD, 2 MULTs, 1 SQRT float e_norm = sqrt(ex * ex + ey * ey); float e_norm2 = e_norm > EPS ? e_norm : EPS; // # 1 DIV float e_norm_inv = 1.0 / e_norm2; // # 1 MULT e_x[i] = ex * e_norm_inv; // # 1 MULT e_y[i] = ey * e_norm_inv; // # 1 ADD, 2 MULTs float velocity_norm_sq = curr_vel_x[i] * curr_vel_x[i] + curr_vel_y[i] * curr_vel_y[i]; // # 1 SQRT float velocity_norm = sqrt(velocity_norm_sq); // # 1 MULT sb_sq[i] = velocity_norm_sq * delta_t_sq; // # 2 MULTs (velocity_norm*delta_t written on both lines, counted as is) sb_e_x[i] = e_x[i] * (velocity_norm * delta_t); // # 2 MULTs sb_e_y[i] = e_y[i] * (velocity_norm * delta_t); #if !BENCHMARK if (dump_path && (t % dump_interval == 0)) { samples.emplace_back(t + 1, i, pos_x[i], pos_y[i], e_x[i], e_y[i], color[i]); } #endif } } #if !BENCHMARK if (dump_path) { ofstream out(dump_path); out << "time,id,x,y,p.e.x,p.e.y,color\n"; for (auto &[t, id, x, y, e_x, e_y, c] : samples) { out << t << ',' << id << ',' << x << ',' << y << ',' << e_x << ',' << e_y << ',' << c << '\n'; } } #endif return 0; }