ISlideComputer abstracts batched directional-distance computation so GPU implementations can process all slide offsets in a single kernel launch. GpuSlideComputer uses ILGPU with prepared edge data (precomputed inverse deltas and min/max bounds) and caches stationary/moving buffers across calls. GpuEvaluatorFactory exposes a singleton factory method. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
461 lines
18 KiB
C#
461 lines
18 KiB
C#
using System;
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using ILGPU;
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using ILGPU.Runtime;
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using ILGPU.Algorithms;
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using OpenNest.Engine.BestFit;
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namespace OpenNest.Gpu
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{
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public class GpuSlideComputer : ISlideComputer
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{
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private readonly Context _context;
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private readonly Accelerator _accelerator;
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private readonly object _lock = new object();
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// ── Kernels ──────────────────────────────────────────────────
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private readonly Action<Index1D,
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ArrayView1D<double, Stride1D.Dense>, // stationaryPrep
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ArrayView1D<double, Stride1D.Dense>, // movingPrep
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ArrayView1D<double, Stride1D.Dense>, // offsets
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ArrayView1D<double, Stride1D.Dense>, // results
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int, int, int> _kernel;
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private readonly Action<Index1D,
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ArrayView1D<double, Stride1D.Dense>, // stationaryPrep
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ArrayView1D<double, Stride1D.Dense>, // movingPrep
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ArrayView1D<double, Stride1D.Dense>, // offsets
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ArrayView1D<double, Stride1D.Dense>, // results
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ArrayView1D<int, Stride1D.Dense>, // directions
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int, int> _kernelMultiDir;
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private readonly Action<Index1D,
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ArrayView1D<double, Stride1D.Dense>, // raw
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ArrayView1D<double, Stride1D.Dense>, // prepared
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int> _prepareKernel;
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// ── Buffers ──────────────────────────────────────────────────
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private MemoryBuffer1D<double, Stride1D.Dense>? _gpuStationaryRaw;
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private MemoryBuffer1D<double, Stride1D.Dense>? _gpuStationaryPrep;
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private double[]? _lastStationaryData; // Keep CPU copy/ref for content check
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private MemoryBuffer1D<double, Stride1D.Dense>? _gpuMovingRaw;
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private MemoryBuffer1D<double, Stride1D.Dense>? _gpuMovingPrep;
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private double[]? _lastMovingData; // Keep CPU copy/ref for content check
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private MemoryBuffer1D<double, Stride1D.Dense>? _gpuOffsets;
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private MemoryBuffer1D<double, Stride1D.Dense>? _gpuResults;
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private MemoryBuffer1D<int, Stride1D.Dense>? _gpuDirs;
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private int _offsetCapacity;
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public GpuSlideComputer()
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{
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_context = Context.CreateDefault();
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_accelerator = _context.GetPreferredDevice(preferCPU: false)
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.CreateAccelerator(_context);
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_kernel = _accelerator.LoadAutoGroupedStreamKernel<
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Index1D,
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ArrayView1D<double, Stride1D.Dense>,
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ArrayView1D<double, Stride1D.Dense>,
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ArrayView1D<double, Stride1D.Dense>,
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ArrayView1D<double, Stride1D.Dense>,
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int, int, int>(SlideKernel);
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_kernelMultiDir = _accelerator.LoadAutoGroupedStreamKernel<
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Index1D,
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ArrayView1D<double, Stride1D.Dense>,
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ArrayView1D<double, Stride1D.Dense>,
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ArrayView1D<double, Stride1D.Dense>,
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ArrayView1D<double, Stride1D.Dense>,
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ArrayView1D<int, Stride1D.Dense>,
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int, int>(SlideKernelMultiDir);
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_prepareKernel = _accelerator.LoadAutoGroupedStreamKernel<
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Index1D,
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ArrayView1D<double, Stride1D.Dense>,
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ArrayView1D<double, Stride1D.Dense>,
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int>(PrepareKernel);
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}
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public double[] ComputeBatch(
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double[] stationarySegments, int stationaryCount,
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double[] movingTemplateSegments, int movingCount,
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double[] offsets, int offsetCount,
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PushDirection direction)
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{
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var results = new double[offsetCount];
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if (offsetCount == 0 || stationaryCount == 0 || movingCount == 0)
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{
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Array.Fill(results, double.MaxValue);
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return results;
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}
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lock (_lock)
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{
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EnsureStationary(stationarySegments, stationaryCount);
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EnsureMoving(movingTemplateSegments, movingCount);
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EnsureOffsetBuffers(offsetCount);
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_gpuOffsets!.View.SubView(0, offsetCount * 2).CopyFromCPU(offsets);
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_kernel(offsetCount,
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_gpuStationaryPrep!.View, _gpuMovingPrep!.View,
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_gpuOffsets.View, _gpuResults!.View,
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stationaryCount, movingCount, (int)direction);
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_accelerator.Synchronize();
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_gpuResults.View.SubView(0, offsetCount).CopyToCPU(results);
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}
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return results;
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}
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public double[] ComputeBatchMultiDir(
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double[] stationarySegments, int stationaryCount,
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double[] movingTemplateSegments, int movingCount,
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double[] offsets, int offsetCount,
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int[] directions)
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{
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var results = new double[offsetCount];
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if (offsetCount == 0 || stationaryCount == 0 || movingCount == 0)
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{
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Array.Fill(results, double.MaxValue);
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return results;
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}
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lock (_lock)
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{
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EnsureStationary(stationarySegments, stationaryCount);
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EnsureMoving(movingTemplateSegments, movingCount);
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EnsureOffsetBuffers(offsetCount);
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_gpuOffsets!.View.SubView(0, offsetCount * 2).CopyFromCPU(offsets);
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_gpuDirs!.View.SubView(0, offsetCount).CopyFromCPU(directions);
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_kernelMultiDir(offsetCount,
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_gpuStationaryPrep!.View, _gpuMovingPrep!.View,
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_gpuOffsets.View, _gpuResults!.View, _gpuDirs.View,
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stationaryCount, movingCount);
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_accelerator.Synchronize();
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_gpuResults.View.SubView(0, offsetCount).CopyToCPU(results);
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}
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return results;
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}
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public void InvalidateStationary() => _lastStationaryData = null;
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public void InvalidateMoving() => _lastMovingData = null;
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private void EnsureStationary(double[] data, int count)
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{
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// Fast check: if same object or content is identical, skip upload
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if (_gpuStationaryPrep != null &&
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_lastStationaryData != null &&
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_lastStationaryData.Length == data.Length)
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{
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// Reference equality or content equality
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if (_lastStationaryData == data ||
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new ReadOnlySpan<double>(_lastStationaryData).SequenceEqual(new ReadOnlySpan<double>(data)))
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{
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return;
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}
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}
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_gpuStationaryRaw?.Dispose();
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_gpuStationaryPrep?.Dispose();
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_gpuStationaryRaw = _accelerator.Allocate1D(data);
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_gpuStationaryPrep = _accelerator.Allocate1D<double>(count * 10);
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_prepareKernel(count, _gpuStationaryRaw.View, _gpuStationaryPrep.View, count);
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_accelerator.Synchronize();
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_lastStationaryData = data; // store reference for next comparison
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}
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private void EnsureMoving(double[] data, int count)
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{
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if (_gpuMovingPrep != null &&
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_lastMovingData != null &&
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_lastMovingData.Length == data.Length)
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{
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if (_lastMovingData == data ||
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new ReadOnlySpan<double>(_lastMovingData).SequenceEqual(new ReadOnlySpan<double>(data)))
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{
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return;
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}
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}
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_gpuMovingRaw?.Dispose();
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_gpuMovingPrep?.Dispose();
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_gpuMovingRaw = _accelerator.Allocate1D(data);
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_gpuMovingPrep = _accelerator.Allocate1D<double>(count * 10);
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_prepareKernel(count, _gpuMovingRaw.View, _gpuMovingPrep.View, count);
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_accelerator.Synchronize();
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_lastMovingData = data;
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}
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private void EnsureOffsetBuffers(int offsetCount)
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{
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if (_offsetCapacity >= offsetCount)
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return;
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var newCapacity = System.Math.Max(offsetCount, _offsetCapacity * 3 / 2);
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_gpuOffsets?.Dispose();
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_gpuResults?.Dispose();
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_gpuDirs?.Dispose();
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_gpuOffsets = _accelerator.Allocate1D<double>(newCapacity * 2);
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_gpuResults = _accelerator.Allocate1D<double>(newCapacity);
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_gpuDirs = _accelerator.Allocate1D<int>(newCapacity);
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_offsetCapacity = newCapacity;
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}
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// ── Preparation Kernel ───────────────────────────────────────
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private static void PrepareKernel(
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Index1D index,
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ArrayView1D<double, Stride1D.Dense> raw,
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ArrayView1D<double, Stride1D.Dense> prepared,
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int count)
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{
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if (index >= count) return;
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var x1 = raw[index * 4 + 0];
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var y1 = raw[index * 4 + 1];
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var x2 = raw[index * 4 + 2];
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var y2 = raw[index * 4 + 3];
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prepared[index * 10 + 0] = x1;
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prepared[index * 10 + 1] = y1;
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prepared[index * 10 + 2] = x2;
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prepared[index * 10 + 3] = y2;
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var dx = x2 - x1;
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var dy = y2 - y1;
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// invD is used for parameter 't'. We use a small epsilon for stability.
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prepared[index * 10 + 4] = (XMath.Abs(dx) < 1e-9) ? 0 : 1.0 / dx;
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prepared[index * 10 + 5] = (XMath.Abs(dy) < 1e-9) ? 0 : 1.0 / dy;
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prepared[index * 10 + 6] = XMath.Min(x1, x2);
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prepared[index * 10 + 7] = XMath.Max(x1, x2);
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prepared[index * 10 + 8] = XMath.Min(y1, y2);
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prepared[index * 10 + 9] = XMath.Max(y1, y2);
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}
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// ── Main Slide Kernels ───────────────────────────────────────
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private static void SlideKernel(
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Index1D index,
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ArrayView1D<double, Stride1D.Dense> stationaryPrep,
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ArrayView1D<double, Stride1D.Dense> movingPrep,
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ArrayView1D<double, Stride1D.Dense> offsets,
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ArrayView1D<double, Stride1D.Dense> results,
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int sCount, int mCount, int direction)
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{
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if (index >= results.Length) return;
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var dx = offsets[index * 2];
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var dy = offsets[index * 2 + 1];
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results[index] = ComputeSlideLean(
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stationaryPrep, movingPrep, dx, dy, sCount, mCount, direction);
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}
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private static void SlideKernelMultiDir(
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Index1D index,
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ArrayView1D<double, Stride1D.Dense> stationaryPrep,
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ArrayView1D<double, Stride1D.Dense> movingPrep,
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ArrayView1D<double, Stride1D.Dense> offsets,
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ArrayView1D<double, Stride1D.Dense> results,
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ArrayView1D<int, Stride1D.Dense> directions,
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int sCount, int mCount)
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{
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if (index >= results.Length) return;
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var dx = offsets[index * 2];
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var dy = offsets[index * 2 + 1];
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var dir = directions[index];
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results[index] = ComputeSlideLean(
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stationaryPrep, movingPrep, dx, dy, sCount, mCount, dir);
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}
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private static double ComputeSlideLean(
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ArrayView1D<double, Stride1D.Dense> sPrep,
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ArrayView1D<double, Stride1D.Dense> mPrep,
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double dx, double dy, int sCount, int mCount, int direction)
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{
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const double eps = 0.00001;
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var minDist = double.MaxValue;
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var horizontal = direction >= 2;
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var oppDir = direction ^ 1;
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// ── Forward Pass: moving vertices vs stationary edges ─────
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for (int i = 0; i < mCount; i++)
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{
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var m1x = mPrep[i * 10 + 0] + dx;
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var m1y = mPrep[i * 10 + 1] + dy;
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var m2x = mPrep[i * 10 + 2] + dx;
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var m2y = mPrep[i * 10 + 3] + dy;
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for (int j = 0; j < sCount; j++)
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{
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var sMin = horizontal ? sPrep[j * 10 + 8] : sPrep[j * 10 + 6];
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var sMax = horizontal ? sPrep[j * 10 + 9] : sPrep[j * 10 + 7];
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// Test moving vertex 1 against stationary edge j
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var mv1 = horizontal ? m1y : m1x;
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if (mv1 >= sMin - eps && mv1 <= sMax + eps)
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{
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var d = RayEdgeLean(m1x, m1y, sPrep, j, direction, eps);
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if (d < minDist) minDist = d;
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}
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// Test moving vertex 2 against stationary edge j
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var mv2 = horizontal ? m2y : m2x;
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if (mv2 >= sMin - eps && mv2 <= sMax + eps)
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{
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var d = RayEdgeLean(m2x, m2y, sPrep, j, direction, eps);
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if (d < minDist) minDist = d;
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}
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}
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}
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// ── Reverse Pass: stationary vertices vs moving edges ─────
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for (int i = 0; i < sCount; i++)
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{
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var s1x = sPrep[i * 10 + 0];
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var s1y = sPrep[i * 10 + 1];
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var s2x = sPrep[i * 10 + 2];
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var s2y = sPrep[i * 10 + 3];
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for (int j = 0; j < mCount; j++)
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{
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var mMin = horizontal ? (mPrep[j * 10 + 8] + dy) : (mPrep[j * 10 + 6] + dx);
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var mMax = horizontal ? (mPrep[j * 10 + 9] + dy) : (mPrep[j * 10 + 7] + dx);
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// Test stationary vertex 1 against moving edge j
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var sv1 = horizontal ? s1y : s1x;
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if (sv1 >= mMin - eps && sv1 <= mMax + eps)
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{
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var d = RayEdgeLeanMoving(s1x, s1y, mPrep, j, dx, dy, oppDir, eps);
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if (d < minDist) minDist = d;
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}
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// Test stationary vertex 2 against moving edge j
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var sv2 = horizontal ? s2y : s2x;
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if (sv2 >= mMin - eps && sv2 <= mMax + eps)
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{
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var d = RayEdgeLeanMoving(s2x, s2y, mPrep, j, dx, dy, oppDir, eps);
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if (d < minDist) minDist = d;
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}
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}
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}
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return minDist;
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}
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private static double RayEdgeLean(
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double vx, double vy,
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ArrayView1D<double, Stride1D.Dense> sPrep, int j,
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int direction, double eps)
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{
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var p1x = sPrep[j * 10 + 0];
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var p1y = sPrep[j * 10 + 1];
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var p2x = sPrep[j * 10 + 2];
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var p2y = sPrep[j * 10 + 3];
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if (direction >= 2) // Horizontal (Left=2, Right=3)
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{
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var invDy = sPrep[j * 10 + 5];
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if (invDy == 0) return double.MaxValue;
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var t = (vy - p1y) * invDy;
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if (t < -eps || t > 1.0 + eps) return double.MaxValue;
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var ix = p1x + t * (p2x - p1x);
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var dist = (direction == 2) ? (vx - ix) : (ix - vx);
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if (dist > eps) return dist;
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return (dist >= -eps) ? 0.0 : double.MaxValue;
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}
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else // Vertical (Up=0, Down=1)
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{
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var invDx = sPrep[j * 10 + 4];
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if (invDx == 0) return double.MaxValue;
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var t = (vx - p1x) * invDx;
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if (t < -eps || t > 1.0 + eps) return double.MaxValue;
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var iy = p1y + t * (p2y - p1y);
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var dist = (direction == 1) ? (vy - iy) : (iy - vy);
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if (dist > eps) return dist;
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return (dist >= -eps) ? 0.0 : double.MaxValue;
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}
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}
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private static double RayEdgeLeanMoving(
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double vx, double vy,
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ArrayView1D<double, Stride1D.Dense> mPrep, int j,
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double dx, double dy, int direction, double eps)
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{
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var p1x = mPrep[j * 10 + 0] + dx;
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var p1y = mPrep[j * 10 + 1] + dy;
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var p2x = mPrep[j * 10 + 2] + dx;
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var p2y = mPrep[j * 10 + 3] + dy;
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if (direction >= 2) // Horizontal
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{
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var invDy = mPrep[j * 10 + 5];
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if (invDy == 0) return double.MaxValue;
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var t = (vy - p1y) * invDy;
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if (t < -eps || t > 1.0 + eps) return double.MaxValue;
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var ix = p1x + t * (p2x - p1x);
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var dist = (direction == 2) ? (vx - ix) : (ix - vx);
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if (dist > eps) return dist;
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return (dist >= -eps) ? 0.0 : double.MaxValue;
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}
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else // Vertical
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{
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var invDx = mPrep[j * 10 + 4];
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if (invDx == 0) return double.MaxValue;
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var t = (vx - p1x) * invDx;
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if (t < -eps || t > 1.0 + eps) return double.MaxValue;
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var iy = p1y + t * (p2y - p1y);
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var dist = (direction == 1) ? (vy - iy) : (iy - vy);
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if (dist > eps) return dist;
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return (dist >= -eps) ? 0.0 : double.MaxValue;
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}
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}
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public void Dispose()
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{
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_gpuStationaryRaw?.Dispose();
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_gpuStationaryPrep?.Dispose();
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_gpuMovingRaw?.Dispose();
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_gpuMovingPrep?.Dispose();
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_gpuOffsets?.Dispose();
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_gpuResults?.Dispose();
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_gpuDirs?.Dispose();
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_accelerator?.Dispose();
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_context?.Dispose();
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}
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}
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}
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