Program Listing for File PlaneWaveTurbulence.cpp

Return to documentation for file (src/magneticField/turbulentField/PlaneWaveTurbulence.cpp)

// This file contains an implementation of a vectorized cosine, which
// is based in part on the implementations in the library "SLEEF" by
// Naoki Shibata. SLEEF was used under the Boost Software License,
// Version 1.0. The original source file contained the following
// copyright notice:
//
//   //          Copyright Naoki Shibata 2010 - 2018.
//   // Distributed under the Boost Software License, Version 1.0.
//   //    (See accompanying file LICENSE.txt or copy at
//   //          http://www.boost.org/LICENSE_1_0.txt)
//
// SLEEF was used under the following license, which is not necessarily the
// license that applies to this file:
//
//         Boost Software License - Version 1.0 - August 17th, 2003
//
//         Permission is hereby granted, free of charge, to any person or
//         organization obtaining a copy of the software and accompanying
//         documentation covered by this license (the "Software") to use,
//         reproduce, display, distribute, execute, and transmit the Software,
//         and to prepare derivative works of the Software, and to permit
//         third-parties to whom the Software is furnished to do so, all subject
//         to the following:
//
//         The copyright notices in the Software and this entire statement,
//         including the above license grant, this restriction and the following
//         disclaimer, must be included in all copies of the Software, in whole
//         or in part, and all derivative works of the Software, unless such
//         copies or derivative works are solely in the form of
//         machine-executable object code generated by a source language
//         processor.
//
//         THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
//         EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
//         MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, TITLE AND
//         NON-INFRINGEMENT. IN NO EVENT SHALL THE COPYRIGHT HOLDERS OR ANYONE
//         DISTRIBUTING THE SOFTWARE BE LIABLE FOR ANY DAMAGES OR OTHER
//         LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT
//         OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
//         THE SOFTWARE.

#include "crpropa/magneticField/turbulentField/PlaneWaveTurbulence.h"
#include "crpropa/GridTools.h"
#include "crpropa/Random.h"
#include "crpropa/Units.h"

#include "kiss/logger.h"

#include <iostream>

#if defined(FAST_WAVES)
#if defined(__SSE__) && defined(__SSE2__) && defined(__SSE3__) && defined(__SSE4_1__) && defined(__SSE4_2__) && defined(__AVX__)
#define ENABLE_FAST_WAVES
#else
#error "FAST_WAVES is enabled, but it appears that not all required SIMD extensions are enabled in the compiler. Without these extensions, the FAST_WAVES optimization cannot be used. Please make sure that the SIMD_EXTENSIONS option in cmake matches the capabilities of your target CPU, or (if your target CPU does not support the required extensions), disable the FAST_WAVES flag in cmake."
#endif
#endif


#ifdef ENABLE_FAST_WAVES
#include <immintrin.h>
#endif

namespace crpropa {
#ifdef ENABLE_FAST_WAVES
// see
// https://stackoverflow.com/questions/49941645/get-sum-of-values-stored-in-m256d-with-sse-avx
double hsum_double_avx(__m256d v) {
        __m128d vlow = _mm256_castpd256_pd128(v);
        __m128d vhigh = _mm256_extractf128_pd(v, 1); // high 128
        vlow = _mm_add_pd(vlow, vhigh);              // reduce down to 128

        __m128d high64 = _mm_unpackhi_pd(vlow, vlow);
        return _mm_cvtsd_f64(_mm_add_sd(vlow, high64)); // reduce to scalar
}
#endif // defined(ENABLE_FAST_WAVES)

PlaneWaveTurbulence::PlaneWaveTurbulence(const TurbulenceSpectrum &spectrum,
                                         int Nm, int seed)
    : TurbulentField(spectrum), Nm(Nm) {

#ifdef ENABLE_FAST_WAVES
        KISS_LOG_INFO << "PlaneWaveTurbulence: Using SIMD TD13 implementation"
                      << std::endl;

        // There used to be a cpuid check here, to see if the cpu running
        // this code would support SIMD (SSE + AVX). However, the library providing
        // the relevant function is no longer being used, and doing this manually
        // might be a bit too much work.
#endif

        if (Nm <= 1) {
                throw std::runtime_error(
                    "PlaneWaveTurbulence: Nm <= 1. Specify at least two wavemodes in "
                    "order to generate the k distribution properly.");
        }

        Random random;
        if (seed != 0)
                random.seed(seed);

        double kmax = 2 * M_PI / spectrum.getLmin();
        double kmin = 2 * M_PI / spectrum.getLmax();

        xi = std::vector<Vector3d>(Nm, Vector3d(0.));
        kappa = std::vector<Vector3d>(Nm, Vector3d(0.));
        phi = std::vector<double>(Nm, 0.);
        costheta = std::vector<double>(Nm, 0.);
        beta = std::vector<double>(Nm, 0.);
        Ak = std::vector<double>(Nm, 0.);
        k = std::vector<double>(Nm, 0.);

        double delta = log10(kmax / kmin);
        for (int i = 0; i < Nm; i++) {
                k[i] = pow(10, log10(kmin) + ((double)i) / ((double)(Nm - 1)) * delta);
        }

        // * compute Ak *

        double delta_k0 =
            (k[1] - k[0]) / k[1]; // multiply this by k[i] to get delta_k[i]
        // Note: this is probably unnecessary since it's just a factor
        // and will get normalized out anyways. It's not like this is
        // performance-sensitive code though, and I don't want to change
        // anything numerical now.

        // For this loop, the Ak array actually contains Gk*delta_k (ie
        // non-normalized Ak^2). Normalization happens in a second loop,
        // once the total is known.
        double Ak2_sum = 0; // sum of Ak^2 over all k
        for (int i = 0; i < Nm; i++) {
                double k = this->k[i];
                double kHat = k * spectrum.getLbendover();
                double Gk = spectrum.energySpectrum(k) * (1 + kHat * kHat);     // correct different implementation in TD 13 (eq. 5, missing + 1 in the denuminators exponent)
                Ak[i] = Gk * delta_k0 * k;
                Ak2_sum += Ak[i];

                // phi, costheta, and sintheta are for drawing vectors with
                // uniform distribution on the unit sphere.
                // This is similar to Random::randVector(): their t is our phi,
                // z is costheta, and r is sintheta. Our kappa is equivalent to
                // the return value of randVector(); however, TD13 then reuse
                // these values to generate a random vector perpendicular to kappa.
                double phi = random.randUniform(-M_PI, M_PI);
                double costheta = random.randUniform(-1., 1.);
                double sintheta = sqrt(1 - costheta * costheta);

                double alpha = random.randUniform(0, 2 * M_PI);
                double beta = random.randUniform(0, 2 * M_PI);

                Vector3d kappa =
                    Vector3d(sintheta * cos(phi), sintheta * sin(phi), costheta);

                // NOTE: all other variable names match the ones from the TD13 paper.
                // However, our xi is actually their psi, and their xi isn't used at
                // all. (Though both can be used for the polarization vector, according
                // to the paper.) The reason for this discrepancy is that this code
                // used to be based on the original GJ99 paper, which provided only a
                // xi vector, and this xi happens to be almost the same as TD13's psi.
                Vector3d xi =
                    Vector3d(costheta * cos(phi) * cos(alpha) + sin(phi) * sin(alpha),
                             costheta * sin(phi) * cos(alpha) - cos(phi) * sin(alpha),
                             -sintheta * cos(alpha));

                this->xi[i] = xi;
                this->kappa[i] = kappa;
                this->phi[i] = phi;
                this->costheta[i] = costheta;
                this->beta[i] = beta;
        }

        // Only in this loop are the actual Ak computed and stored.
        // This two-step process is necessary in order to normalize the values
        // properly.
        for (int i = 0; i < Nm; i++) {
                Ak[i] = sqrt(2 * Ak[i] / Ak2_sum) * spectrum.getBrms();
        }

#ifdef ENABLE_FAST_WAVES
        // * copy data into AVX-compatible arrays *
        //
        // AVX requires all data to be aligned to 256 bit, or 32 bytes, which is the
        // same as 4 double precision floating point numbers. Since support for
        // alignments this big seems to be somewhat tentative in C++ allocators,
        // we're aligning them manually by allocating a normal double array, and
        // then computing the offset to the first value with the correct alignment.
        // This is a little bit of work, so instead of doing it separately for each
        // of the individual data arrays, we're doing it once for one big array that
        // all of the component arrays get packed into.
        //
        // The other thing to keep in mind is that AVX always reads in units of 256
        // bits, or 4 doubles. This means that our number of wavemodes must be
        // divisible by 4. If it isn't, we simply pad it out with zeros. Since the
        // final step of the computation of each wavemode is multiplication by the
        // amplitude, which will be set to 0, these padding wavemodes won't affect
        // the result.

        avx_Nm = ((Nm + 4 - 1) / 4) * 4; // round up to next larger multiple of 4:
                                         // align is 256 = 4 * sizeof(double) bit
        avx_data = std::vector<double>(itotal * avx_Nm + 3, 0.);

        // get the first 256-bit aligned element
        size_t size = avx_data.size() * sizeof(double);
        void *pointer = avx_data.data();
        align_offset =
            (double *)std::align(32, 32, pointer, size) - avx_data.data();

        // copy into the AVX arrays
        for (int i = 0; i < Nm; i++) {
                avx_data[i + align_offset + avx_Nm * iAxi0] = Ak[i] * xi[i].x;
                avx_data[i + align_offset + avx_Nm * iAxi1] = Ak[i] * xi[i].y;
                avx_data[i + align_offset + avx_Nm * iAxi2] = Ak[i] * xi[i].z;

                // The cosine implementation computes cos(pi*x), so we'll divide out the
                // pi here.
                avx_data[i + align_offset + avx_Nm * ikkappa0] =
                    k[i] / M_PI * kappa[i].x;
                avx_data[i + align_offset + avx_Nm * ikkappa1] =
                    k[i] / M_PI * kappa[i].y;
                avx_data[i + align_offset + avx_Nm * ikkappa2] =
                    k[i] / M_PI * kappa[i].z;

                // We also need to divide beta by pi, since that goes into the argument
                // of the cosine as well.
                avx_data[i + align_offset + avx_Nm * ibeta] = beta[i] / M_PI;
        }
#endif // ENABLE_FAST_WAVES
}

Vector3d PlaneWaveTurbulence::getField(const Vector3d &pos) const {

#ifndef ENABLE_FAST_WAVES
        Vector3d B(0.);
        for (int i = 0; i < Nm; i++) {
                double z_ = pos.dot(kappa[i]);
                B += xi[i] * Ak[i] * cos(k[i] * z_ + beta[i]);
        }
        return B;

#else  // ENABLE_FAST_WAVES

        // Initialize accumulators
        //
        // There is one accumulator per component of the result vector.
        // Note that each accumulator contains four numbers. At the end of
        // the loop, each of these numbers will contain the sum of every
        // fourth wavemode, starting at a different offset. In the end, each
        // of the accumulator's numbers are added together (using
        // hsum_double_avx), resulting in the total sum for that component.

        __m256d acc0 = _mm256_setzero_pd();
        __m256d acc1 = _mm256_setzero_pd();
        __m256d acc2 = _mm256_setzero_pd();

        // broadcast position into AVX registers
        __m256d pos0 = _mm256_set1_pd(pos.x);
        __m256d pos1 = _mm256_set1_pd(pos.y);
        __m256d pos2 = _mm256_set1_pd(pos.z);

        for (int i = 0; i < avx_Nm; i += 4) {

                // Load data from memory into AVX registers:
                //  - the three components of the vector A * xi
                __m256d Axi0 =
                    _mm256_load_pd(avx_data.data() + i + align_offset + avx_Nm * iAxi0);
                __m256d Axi1 =
                    _mm256_load_pd(avx_data.data() + i + align_offset + avx_Nm * iAxi1);
                __m256d Axi2 =
                    _mm256_load_pd(avx_data.data() + i + align_offset + avx_Nm * iAxi2);

                //  - the three components of the vector k * kappa
                __m256d kkappa0 = _mm256_load_pd(avx_data.data() + i + align_offset +
                                                 avx_Nm * ikkappa0);
                __m256d kkappa1 = _mm256_load_pd(avx_data.data() + i + align_offset +
                                                 avx_Nm * ikkappa1);
                __m256d kkappa2 = _mm256_load_pd(avx_data.data() + i + align_offset +
                                                 avx_Nm * ikkappa2);

                //  - the phase beta.
                __m256d beta =
                    _mm256_load_pd(avx_data.data() + i + align_offset + avx_Nm * ibeta);

                // Then, do the computation.

                // This is the scalar product between k*kappa and pos:
                __m256d z = _mm256_add_pd(_mm256_mul_pd(pos0, kkappa0),
                                          _mm256_add_pd(_mm256_mul_pd(pos1, kkappa1),
                                                        _mm256_mul_pd(pos2, kkappa2)));

                // Here, the phase is added on. This is the argument of the cosine.
                __m256d cos_arg = _mm256_add_pd(z, beta);

                // ********
                // * Computing the cosine
                // * Part 1: Argument reduction
                //
                //  To understand the computation of the cosine, first note that the
                //  cosine is periodic and we thus only need to model its behavior
                //  between 0 and 2*pi to be able compute the function anywhere. In
                //  fact, by mirroring the function along the x and y axes, even the
                //  range between 0 and pi/2 is sufficient for this purpose. In this
                //  range, the cosine can be efficiently evaluated with high precision
                //  by using a polynomial approximation. Thus, to compute the cosine,
                //  the input value is first reduced so that it lies within this range.
                //  Then, the polynomial approximation is evaluated. Finally, if
                //  necessary, the sign of the result is flipped (mirroring the function
                //  along the x axis).
                //
                //  The actual computation is slightly more involved. First, argument
                //  reduction can be simplified drastically by computing cos(pi*x),
                //  such that the values are reduced to the range [0, 0.5) instead of
                //  [0, pi/2). Since the cosine is even (independent of the sign), we
                //  can first reduce values to [-0.5, 0.5) – that is, a simple rounding
                //  operation – and then neutralize the sign. In fact, precisely because
                //  the cosine is even, all terms of the polynomial are powers of x^2,
                //  so the value of x^2 (computed as x*x) forms the basis for the
                //  polynomial approximation. If I understand things correctly, then (in
                //  IEEE-754 floating point) x*x and (-x)*(-x) will always result in the
                //  exact same value, which means that any error bound over [0, 0.5)
                //  automatically applies to (-0.5, 0] as well.

                // First, compute round(x), and store it in q. If this value is odd,
                // we're looking at the negative half-wave of the cosine, and thus
                // will have to invert the sign of the result.
                __m256d q = _mm256_round_pd(
                    cos_arg, (_MM_FROUND_TO_NEAREST_INT | _MM_FROUND_NO_EXC));

                // Since we're computing cos(pi*x), round(x) always yields the center of
                // a half-wave (where cos(pi*x) achieves an extremum). This point
                // logically corresponds to x=0. Therefore, we subtract this center from
                // the actual input argument to find the corresponding point on the
                // half-wave that is centered around zero.
                __m256d s = _mm256_sub_pd(cos_arg, q);

                // We now want to check whether q (the index of our half-wave) is even
                // or odd, since all of the odd-numbered half-waves are negative, so
                // we'll have to flip the final result. On an int, this is as simple as
                // checking the 0th bit. Idea: manipulate the double in such a way that
                // we can do this. So, we add 2^52, such that the last digit of the
                // mantissa is actually in the ones' position. Since q may be negative,
                // we'll also add 2^51 to make sure it's positive. Note that 2^51 is
                // even and thus leaves evenness invariant, which is the only thing we
                // care about here.
                //
                // This is based on the int extraction process described here:
                // https://stackoverflow.com/questions/41144668/how-to-efficiently-perform-double-int64-conversions-with-sse-avx/41223013
                //
                // We assume -2^51 <= q < 2^51 for this, which is unproblematic, as
                // double precision has decayed far enough at that point that the
                // usefulness of the cosine becomes limited.
                //
                // Explanation: The mantissa of a double-precision float has 52 bits
                // (excluding the implicit first bit, which is always one). If |q| >
                // 2^51, this implicit first bit has a place value of at least 2^51,
                // while the first stored bit of the mantissa has a place value of at
                // least 2^50. This means that the LSB of the mantissa has a place value
                // of at least 2^(-1), or 0.5. For a cos(pi*x), this corresponds to a
                // quarter of a cycle (pi/2), so at this point the precision of the
                // input argument is so low that going from one representable number to
                // the next causes the result to jump by +/-1.

                q = _mm256_add_pd(q, _mm256_set1_pd(0x0018000000000000));

                // Unfortunately, integer comparisons were only introduced in AVX2, so
                // we'll have to make do with a floating point comparison to check
                // whether the last bit is set. However, masking out all but the last
                // bit will result in a denormal float, which may either result in
                // performance problems or just be rounded down to zero, neither of
                // which is what we want here. To fix this, we'll mask in not only bit
                // 0, but also the exponent (and sign, but that doesn't matter) of q.
                // Luckily, the exponent of q is guaranteed to have the fixed value of
                // 1075 (corresponding to 2^52) after our addition.

                __m256d invert = _mm256_and_pd(
                    q, _mm256_castsi256_pd(_mm256_set1_epi64x(0xfff0000000000001)));

                // If we did have a one in bit 0, our result will be equal to 2^52 + 1.
                invert = _mm256_cmp_pd(
                    invert, _mm256_castsi256_pd(_mm256_set1_epi64x(0x4330000000000001)),
                    _CMP_EQ_OQ);

                // Now we know whether to flip the sign of the result. However, remember
                // that we're working on multiple values at a time, so an if statement
                // won't be of much use here (plus it might perform badly). Instead,
                // we'll make use of the fact that the result of the comparison is all
                // ones if the comparison was true (i.e. q is odd and we need to flip
                // the result), and all zeroes otherwise. If we now mask out all bits
                // except the sign bit, we get something that, when xor'ed into our
                // final result, will flip the sign exactly when q is odd.
                invert = _mm256_and_pd(invert, _mm256_set1_pd(-0.0));
                // (Note that the binary representation of -0.0 is all 0 bits, except
                // for the sign bit, which is set to 1.)

                // TODO: clamp floats between 0 and 1? This would ensure that we never
                // see inf's, but maybe we want that, so that things dont just fail
                // silently...

                // * end of argument reduction
                // *******

                // ******
                // * Evaluate the cosine using a polynomial approximation for the zeroth
                // half-wave.
                // * The coefficients for this were generated using sleefs gencoef.c.
                // * These coefficients are probably far from optimal; however, they
                // should be sufficient for this case.
                s = _mm256_mul_pd(s, s);

                __m256d u = _mm256_set1_pd(+0.2211852080653743946e+0);

                u = _mm256_add_pd(_mm256_mul_pd(u, s),
                                  _mm256_set1_pd(-0.1332560668688523853e+1));
                u = _mm256_add_pd(_mm256_mul_pd(u, s),
                                  _mm256_set1_pd(+0.4058509506474178075e+1));
                u = _mm256_add_pd(_mm256_mul_pd(u, s),
                                  _mm256_set1_pd(-0.4934797516664651162e+1));
                u = _mm256_add_pd(_mm256_mul_pd(u, s), _mm256_set1_pd(1.));

                // Then, flip the sign of each double for which invert is not zero.
                // Since invert has only zero bits except for a possible one in bit 63,
                // we can xor it onto our result to selectively invert the 63rd (sign)
                // bit in each double where invert is set.
                u = _mm256_xor_pd(u, invert);

                // * end computation of cosine
                // **********

                // Finally, Ak*xi is multiplied on. Since this is a vector, the
                // multiplication needs to be done for each of the three
                // components, so it happens separately.
                acc0 = _mm256_add_pd(_mm256_mul_pd(u, Axi0), acc0);
                acc1 = _mm256_add_pd(_mm256_mul_pd(u, Axi1), acc1);
                acc2 = _mm256_add_pd(_mm256_mul_pd(u, Axi2), acc2);
        }

        return Vector3d(hsum_double_avx(acc0), hsum_double_avx(acc1),
                        hsum_double_avx(acc2));
#endif // ENABLE_FAST_WAVES
}

} // namespace crpropa