Related to my other question, I have now modified the sparse matrix solver to use the SOR (Successive Over-Relaxation) method. The code is now as follows:
void SORSolver::step() {
float const omega = 1.0f;
float const
*b = &d_b(1, 1),
*w = &d_w(1, 1), *e = &d_e(1, 1), *s = &d_s(1, 1), *n = &d_n(1, 1),
*xw = &d_x(0, 1), *xe = &d_x(2, 1), *xs = &d_x(1, 0), *xn = &d_x(1, 2);
float *xc = &d_x(1, 1);
for (size_t y = 1; y < d_ny - 1; ++y) {
for (size_t x = 1; x < d_nx - 1; ++x) {
float diff = *b
- *xc
- *e * *xe
- *s * *xs - *n * *xn
- *w * *xw;
*xc += omega * diff;
++b;
++w; ++e; ++s; ++n;
++xw; ++xe; ++xs; ++xn;
++xc;
}
b += 2;
w += 2; e += 2; s += 2; n += 2;
xw += 2; xe += 2; xs += 2; xn += 2;
xc += 2;
}
}
Now the weird thing is: if I increase omega
(the relaxation factor), the execution speed starts to depend dramatically on the values inside the various arrays!
For omega = 1.0f
, the execution time is more or less constant. For omega = 1.8
, the first time, it will typically take, say, 5 milliseconds to execute this step()
10 times, but this will gradually increase to nearly 100 ms during the simulation. If I set omega = 1.0001f
, I see an accordingly slight increase in execution time; the higher omega
goes, the faster execution time will increase during the simulation.
Since all this is embedded inside the fluid solver, it's hard to come up with a standalone example. But I have saved the initial state and rerun the solver on that state every time step, as well as solving for the actual time step. For the initial state it was fast, for the subsequent time steps incrementally slower. Since all else is equal, that proves that the execution speed of this code is dependent on the values in those six arrays.
This is reproducible on Ubuntu with g++, as well as on 64-bit Windows 7 when compiling for 32-bits with VS2008.
I heard that NaN and Inf values can be slower for floating point calculations, but no NaNs or Infs are present. Is it possible that the speed of float computations otherwise depends on the values of the input numbers?
The short answer to your last question is "yes" - denormalized (very close to zero) numbers require special handling and can be much slower. My guess is that they're creeping into the simulation as time goes on. See this related SO post: Floating Point Math Execution Time
Setting the floating-point control to flush denormals to zero should take care of things with a negligible imapct on the simulation quality.
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