This change removes the requirement to specify some maximum cell length
in each of the worklets, which is basically impossible. It also makes
some of the loading more lazy, which might help reduce the number of
registers required in a worklet.
Previously when you fetched the indices from an explicit cell set, you
would get back a Vec of a fixed length an expected to use a subset of
it. Now you get back a Vec-like object that reports the exact length.
This Vec-like is implemented with VecFromPortal, so that the data does
not need to be copied to the stack. Rather, it is pulled from memory as
requested.
We want to be able to get topological connections where it is difficult
to know how many values you get each time. In this change, the type of
the vector holding the from indices is determined from the connectivity
object, and the worklet does not know the type (it must be templated).
Although you do not need to specify the max number for this value set
(you still currently do for field values), we still need to change the
type for explicit sets that uses something that does not rely on the Vec
class. The cell-to-point method also needs a Vec wrapper that allows it
to shorten the vector dynamically.
Previously, all arrays passed to worklets were designated as either
input or output. No in-place operation was permitted. This change adds
the FieldInOut tag for ControlSignature in both WorkletMapField and
WorkletMapTopology that allows you to read and write from the same
array.
(Re-) Add a helper structure that holds the connectivity information for
a particular topology connection (e.g. from points to cells) to make it
easier to manage connections in multiple different directions in
CellSetExplicit.
Unlike the previous version of connectivity, this structure is
considered "internal" and not exposed through the API so that
CellSetExplicit can better manage the data. Also, many of the helper
methods remain in CellSetExplicit since they were specific for point-to-
Also, CellSetExplicit has a mechanism to take an arbitrary pair of
TopologyElementTags and get the appropriate connectivity. This should
simplify adding connections in the future.
In the CellSet and related classes, a connection was referred to by a
"from" topology element and a "to" topology element. However, in the
worklet control signature tags the elements were referred to by "src"
and "dest." To make things consistent, use "from" and "to" everywhere.
Most of VTK-m follows the convention of calling the 0D topology elements
"points" (which follows the convention of VTK). However, there were
several places where they were referred to as "nodes." Make things
consistent by calling them points everywhere.
Also merged some redundant ExecutionSignature tags.
Previously there was a Connectivity* structure for both the control
environment and the execution environment. This was necessary before
because the connectivity is explicit to the from and to topology
elements, so you would get this structure from the appropriate call to
CellSet*. However, the symantics are changed so that the type of
connectivity is selected in the worklet's dispatcher. Thus, it is now
much cleaner to manage the CellSet structure in the CellSet class itself
and just have a single set of Connectivity* classes in the execution
environment.
Also moved from vtkm namespace to vtkm::internal namespace. This change
is to then move the structured connectivity classes to the cont and exec
namespaces.
C and C++ has a funny feature where operations on small integers (char
and short) actually promote the result to a 32 bit integer. Most often
in our code the result is pushed back to the same type, and picky compilers
can then give a warning about an implicit type conversion (that we
inevitably don't care about). Here are a lot of changes to suppress
the warnings.
On one of my compile platforms, GCC was giving conversion warnings from
any boost include that was not wrapped in pragmas to disable conversion
warnings. To make things easier and more robust, I created a pair of
macros, VTKM_BOOST_PRE_INCLUDE and VTKM_BOOST_POST_INCLUDE, that should
be wrapped around any #include of a boost header file.
Some fixes to VertexClustering
VertexClustering previously only worked with data of a specific floating
point type (32 bit for point coordinates). Add some templates to accept
either 32 bit or 64 bit floating points for point coordintes and be a
bit more careful about implicit type conversions.
I also made some changes to conform better with the VTK-m coding
standards. The most common changes are using 2 space indentation for all
block levels, capitolizing and using camel case for all class members,
and prefixing "this->" to all use of internal class members.
See merge request !64
VertexClustering previously only worked with data of a specific floating
point type (32 bit for point coordinates). Add some templates to accept
either 32 bit or 64 bit floating points for point coordintes and be a
bit more careful about implicit type conversions.
I also made some changes to conform better with the VTK-m coding
standards. The most common changes are using 2 space indentation for all
block levels, capitolizing and using camel case for all class members,
and prefixing "this->" to all use of internal class members.
This is built ontop of the ExecutionObjectBase work, and is designed to show
other developers how they can create custom objects that are shared among
all worklets, but are passed as parameters to the worklet.
By mistake the cuda texture memory load code was not being used, so correct
that issue and allow loading of vtkm::Vec and primitive types. Currently
the only issue is loading int8/int16 uint8/uint16 through texture memory.
Instead of having a single specialization for sort and zip handles,
we know handle any fancy handles being passed to the cuda device adapter.
This was done by reworking how we represent fancy iterators inside thrust,
and instead of using a transform iterator + counting iterator we just use
a iterator_facade.
ExplicitConnectivity can now use different storage backends to allow
for cheaper representations of the data. For example a pool of triangles
can now implicit handles for shape and num indices.
You can use function level statics, but instead you must use class level
statics, this is due to how nvcc treats method statics as being shared
across all threads in a warp.
This includes changing methods like LoadDataForInput to PrepareForInput.
It also changed the interface a bit to save a reference to the storage
object. (Maybe it would be better to save a pointer?) These changes also
extend up to the ArrayManagerExecution class, so it can effect device
adapter implementations.
Porting the dax device adapter over to vtkm. Unlike the dax version, doesn't
use the thrust::device_vector, but instead uses thrust::system calls so that
we can support multiple thrust based backends.
Also this has Texture Memory support for input array handles. Some more work
will need to be done to ArrayHandle so that everything works when using an
ArrayHandle inplace with texture memory bindings.
ICC can be pretty thorough about finding unused elements. In this case
it was picking up an unused method in instances of a templated class
in an anonymous namespace. It was a method that should be there due to
the nature of the class, but it happened to not be used (which was OK,
too). To get around the problem, I just added some use of that method
in another method.
It's easy to put accidently put something that is not a valid tag in a
ControlSignature or ExecutionSignature. Previously, when you did that
you got a weird error at the end of a very long template instantiation
chain that made it difficult to find the offending worklet.
This adds some type checks when the dispatcher is instantated to check
the signatures. It doesn't point directly to the signature or its
parameter, but it is much closer.
MSVC is picky about type conversions. To get it to shut up, explicitly
cast the worklet return value to the fetch value in the
WorkletInvokeFunctor. The good is that it will help with needing
explicit conversions on these return values. But that is also bad in
that it might make some unexpected conversions possible.
One fix is a simple (pointless) compiler warning about precision. The
other fix is an error in one of the test codes that did not clear out
the message string in an error message buffer like it was supposed to.
These changes support the implementation of DispatcherBase. This class
provides the basic functionality for calling an Invoke method in the
control environment, transferring data to the execution environment,
scheduling threads in the execution environment, pulling data for each
calling of the worklet method, and actually calling the worklet.
The Fetch class is responsible for moving data in and out of some
collection in the execution environment. The Fetch class is templated
with a pair of tags (the type of fetch and the aspect) that control the
mechanism used for the fetch.
The Transport class is responsible for moving data from the control
environment to the execution environment. (Actually, it might be more
accurate to say it gets the execution environment associated with a
given control object.) The Transport class is templated with a tag that
controls the mechanism used for the transport.
Whenever creating a functor to be launched in the execution environment
using the device adapter Schedule algorithm, you had to also create a
couple of methods to handle error message buffers. For convenience, lots
of code started to just inherit from WorkletBase. Although this worked,
it was a misnomer (and might cause problems in the future if worklets
later require different things from its base). To get around this
problem, add a FunctorBase class that is intended to be used as the
superclass to functors called with Schedule.