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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
commit2aa4a82499d4becd2284cdb482213d541b8804dd (patch)
treeb80bf8bf13c3766139fbacc530efd0dd9d54394c /js/src/octane/navier-stokes.js
parentInitial commit. (diff)
downloadfirefox-2aa4a82499d4becd2284cdb482213d541b8804dd.tar.xz
firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.zip
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'js/src/octane/navier-stokes.js')
-rw-r--r--js/src/octane/navier-stokes.js415
1 files changed, 415 insertions, 0 deletions
diff --git a/js/src/octane/navier-stokes.js b/js/src/octane/navier-stokes.js
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+/**
+ * Copyright 2013 the V8 project authors. All rights reserved.
+ * Copyright 2009 Oliver Hunt <http://nerget.com>
+ *
+ * Permission is hereby granted, free of charge, to any person
+ * obtaining a copy of this software and associated documentation
+ * files (the "Software"), to deal in the Software without
+ * restriction, including without limitation the rights to use,
+ * copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following
+ * conditions:
+ *
+ * The above copyright notice and this permission notice shall be
+ * included in all copies or substantial portions of the Software.
+ *
+ * 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 AND
+ * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
+ * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+ * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Update 10/21/2013: fixed loop variables at line 119
+ */
+
+var NavierStokes = new BenchmarkSuite('NavierStokes', [1484000],
+ [new Benchmark('NavierStokes',
+ true,
+ false,
+ 180,
+ runNavierStokes,
+ setupNavierStokes,
+ tearDownNavierStokes,
+ null,
+ 16)]);
+
+var solver = null;
+var nsFrameCounter = 0;
+
+function runNavierStokes()
+{
+ solver.update();
+ nsFrameCounter++;
+
+ if(nsFrameCounter==15)
+ checkResult(solver.getDens());
+}
+
+function checkResult(dens) {
+
+ this.result = 0;
+ for (var i=7000;i<7100;i++) {
+ this.result+=~~((dens[i]*10));
+ }
+
+ if (this.result!=77) {
+ throw(new Error("checksum failed"));
+ }
+}
+
+function setupNavierStokes()
+{
+ solver = new FluidField(null);
+ solver.setResolution(128, 128);
+ solver.setIterations(20);
+ solver.setDisplayFunction(function(){});
+ solver.setUICallback(prepareFrame);
+ solver.reset();
+}
+
+function tearDownNavierStokes()
+{
+ solver = null;
+}
+
+function addPoints(field) {
+ var n = 64;
+ for (var i = 1; i <= n; i++) {
+ field.setVelocity(i, i, n, n);
+ field.setDensity(i, i, 5);
+ field.setVelocity(i, n - i, -n, -n);
+ field.setDensity(i, n - i, 20);
+ field.setVelocity(128 - i, n + i, -n, -n);
+ field.setDensity(128 - i, n + i, 30);
+ }
+}
+
+var framesTillAddingPoints = 0;
+var framesBetweenAddingPoints = 5;
+
+function prepareFrame(field)
+{
+ if (framesTillAddingPoints == 0) {
+ addPoints(field);
+ framesTillAddingPoints = framesBetweenAddingPoints;
+ framesBetweenAddingPoints++;
+ } else {
+ framesTillAddingPoints--;
+ }
+}
+
+// Code from Oliver Hunt (http://nerget.com/fluidSim/pressure.js) starts here.
+function FluidField(canvas) {
+ function addFields(x, s, dt)
+ {
+ for (var i=0; i<size ; i++ ) x[i] += dt*s[i];
+ }
+
+ function set_bnd(b, x)
+ {
+ if (b===1) {
+ for (var i = 1; i <= width; i++) {
+ x[i] = x[i + rowSize];
+ x[i + (height+1) *rowSize] = x[i + height * rowSize];
+ }
+
+ for (var j = 1; j <= height; j++) {
+ x[j * rowSize] = -x[1 + j * rowSize];
+ x[(width + 1) + j * rowSize] = -x[width + j * rowSize];
+ }
+ } else if (b === 2) {
+ for (var i = 1; i <= width; i++) {
+ x[i] = -x[i + rowSize];
+ x[i + (height + 1) * rowSize] = -x[i + height * rowSize];
+ }
+
+ for (var j = 1; j <= height; j++) {
+ x[j * rowSize] = x[1 + j * rowSize];
+ x[(width + 1) + j * rowSize] = x[width + j * rowSize];
+ }
+ } else {
+ for (var i = 1; i <= width; i++) {
+ x[i] = x[i + rowSize];
+ x[i + (height + 1) * rowSize] = x[i + height * rowSize];
+ }
+
+ for (var j = 1; j <= height; j++) {
+ x[j * rowSize] = x[1 + j * rowSize];
+ x[(width + 1) + j * rowSize] = x[width + j * rowSize];
+ }
+ }
+ var maxEdge = (height + 1) * rowSize;
+ x[0] = 0.5 * (x[1] + x[rowSize]);
+ x[maxEdge] = 0.5 * (x[1 + maxEdge] + x[height * rowSize]);
+ x[(width+1)] = 0.5 * (x[width] + x[(width + 1) + rowSize]);
+ x[(width+1)+maxEdge] = 0.5 * (x[width + maxEdge] + x[(width + 1) + height * rowSize]);
+ }
+
+ function lin_solve(b, x, x0, a, c)
+ {
+ if (a === 0 && c === 1) {
+ for (var j=1 ; j<=height; j++) {
+ var currentRow = j * rowSize;
+ ++currentRow;
+ for (var i = 0; i < width; i++) {
+ x[currentRow] = x0[currentRow];
+ ++currentRow;
+ }
+ }
+ set_bnd(b, x);
+ } else {
+ var invC = 1 / c;
+ for (var k=0 ; k<iterations; k++) {
+ for (var j=1 ; j<=height; j++) {
+ var lastRow = (j - 1) * rowSize;
+ var currentRow = j * rowSize;
+ var nextRow = (j + 1) * rowSize;
+ var lastX = x[currentRow];
+ ++currentRow;
+ for (var i=1; i<=width; i++)
+ lastX = x[currentRow] = (x0[currentRow] + a*(lastX+x[++currentRow]+x[++lastRow]+x[++nextRow])) * invC;
+ }
+ set_bnd(b, x);
+ }
+ }
+ }
+
+ function diffuse(b, x, x0, dt)
+ {
+ var a = 0;
+ lin_solve(b, x, x0, a, 1 + 4*a);
+ }
+
+ function lin_solve2(x, x0, y, y0, a, c)
+ {
+ if (a === 0 && c === 1) {
+ for (var j=1 ; j <= height; j++) {
+ var currentRow = j * rowSize;
+ ++currentRow;
+ for (var i = 0; i < width; i++) {
+ x[currentRow] = x0[currentRow];
+ y[currentRow] = y0[currentRow];
+ ++currentRow;
+ }
+ }
+ set_bnd(1, x);
+ set_bnd(2, y);
+ } else {
+ var invC = 1/c;
+ for (var k=0 ; k<iterations; k++) {
+ for (var j=1 ; j <= height; j++) {
+ var lastRow = (j - 1) * rowSize;
+ var currentRow = j * rowSize;
+ var nextRow = (j + 1) * rowSize;
+ var lastX = x[currentRow];
+ var lastY = y[currentRow];
+ ++currentRow;
+ for (var i = 1; i <= width; i++) {
+ lastX = x[currentRow] = (x0[currentRow] + a * (lastX + x[currentRow] + x[lastRow] + x[nextRow])) * invC;
+ lastY = y[currentRow] = (y0[currentRow] + a * (lastY + y[++currentRow] + y[++lastRow] + y[++nextRow])) * invC;
+ }
+ }
+ set_bnd(1, x);
+ set_bnd(2, y);
+ }
+ }
+ }
+
+ function diffuse2(x, x0, y, y0, dt)
+ {
+ var a = 0;
+ lin_solve2(x, x0, y, y0, a, 1 + 4 * a);
+ }
+
+ function advect(b, d, d0, u, v, dt)
+ {
+ var Wdt0 = dt * width;
+ var Hdt0 = dt * height;
+ var Wp5 = width + 0.5;
+ var Hp5 = height + 0.5;
+ for (var j = 1; j<= height; j++) {
+ var pos = j * rowSize;
+ for (var i = 1; i <= width; i++) {
+ var x = i - Wdt0 * u[++pos];
+ var y = j - Hdt0 * v[pos];
+ if (x < 0.5)
+ x = 0.5;
+ else if (x > Wp5)
+ x = Wp5;
+ var i0 = x | 0;
+ var i1 = i0 + 1;
+ if (y < 0.5)
+ y = 0.5;
+ else if (y > Hp5)
+ y = Hp5;
+ var j0 = y | 0;
+ var j1 = j0 + 1;
+ var s1 = x - i0;
+ var s0 = 1 - s1;
+ var t1 = y - j0;
+ var t0 = 1 - t1;
+ var row1 = j0 * rowSize;
+ var row2 = j1 * rowSize;
+ d[pos] = s0 * (t0 * d0[i0 + row1] + t1 * d0[i0 + row2]) + s1 * (t0 * d0[i1 + row1] + t1 * d0[i1 + row2]);
+ }
+ }
+ set_bnd(b, d);
+ }
+
+ function project(u, v, p, div)
+ {
+ var h = -0.5 / Math.sqrt(width * height);
+ for (var j = 1 ; j <= height; j++ ) {
+ var row = j * rowSize;
+ var previousRow = (j - 1) * rowSize;
+ var prevValue = row - 1;
+ var currentRow = row;
+ var nextValue = row + 1;
+ var nextRow = (j + 1) * rowSize;
+ for (var i = 1; i <= width; i++ ) {
+ div[++currentRow] = h * (u[++nextValue] - u[++prevValue] + v[++nextRow] - v[++previousRow]);
+ p[currentRow] = 0;
+ }
+ }
+ set_bnd(0, div);
+ set_bnd(0, p);
+
+ lin_solve(0, p, div, 1, 4 );
+ var wScale = 0.5 * width;
+ var hScale = 0.5 * height;
+ for (var j = 1; j<= height; j++ ) {
+ var prevPos = j * rowSize - 1;
+ var currentPos = j * rowSize;
+ var nextPos = j * rowSize + 1;
+ var prevRow = (j - 1) * rowSize;
+ var currentRow = j * rowSize;
+ var nextRow = (j + 1) * rowSize;
+
+ for (var i = 1; i<= width; i++) {
+ u[++currentPos] -= wScale * (p[++nextPos] - p[++prevPos]);
+ v[currentPos] -= hScale * (p[++nextRow] - p[++prevRow]);
+ }
+ }
+ set_bnd(1, u);
+ set_bnd(2, v);
+ }
+
+ function dens_step(x, x0, u, v, dt)
+ {
+ addFields(x, x0, dt);
+ diffuse(0, x0, x, dt );
+ advect(0, x, x0, u, v, dt );
+ }
+
+ function vel_step(u, v, u0, v0, dt)
+ {
+ addFields(u, u0, dt );
+ addFields(v, v0, dt );
+ var temp = u0; u0 = u; u = temp;
+ var temp = v0; v0 = v; v = temp;
+ diffuse2(u,u0,v,v0, dt);
+ project(u, v, u0, v0);
+ var temp = u0; u0 = u; u = temp;
+ var temp = v0; v0 = v; v = temp;
+ advect(1, u, u0, u0, v0, dt);
+ advect(2, v, v0, u0, v0, dt);
+ project(u, v, u0, v0 );
+ }
+ var uiCallback = function(d,u,v) {};
+
+ function Field(dens, u, v) {
+ // Just exposing the fields here rather than using accessors is a measurable win during display (maybe 5%)
+ // but makes the code ugly.
+ this.setDensity = function(x, y, d) {
+ dens[(x + 1) + (y + 1) * rowSize] = d;
+ }
+ this.getDensity = function(x, y) {
+ return dens[(x + 1) + (y + 1) * rowSize];
+ }
+ this.setVelocity = function(x, y, xv, yv) {
+ u[(x + 1) + (y + 1) * rowSize] = xv;
+ v[(x + 1) + (y + 1) * rowSize] = yv;
+ }
+ this.getXVelocity = function(x, y) {
+ return u[(x + 1) + (y + 1) * rowSize];
+ }
+ this.getYVelocity = function(x, y) {
+ return v[(x + 1) + (y + 1) * rowSize];
+ }
+ this.width = function() { return width; }
+ this.height = function() { return height; }
+ }
+ function queryUI(d, u, v)
+ {
+ for (var i = 0; i < size; i++)
+ u[i] = v[i] = d[i] = 0.0;
+ uiCallback(new Field(d, u, v));
+ }
+
+ this.update = function () {
+ queryUI(dens_prev, u_prev, v_prev);
+ vel_step(u, v, u_prev, v_prev, dt);
+ dens_step(dens, dens_prev, u, v, dt);
+ displayFunc(new Field(dens, u, v));
+ }
+ this.setDisplayFunction = function(func) {
+ displayFunc = func;
+ }
+
+ this.iterations = function() { return iterations; }
+ this.setIterations = function(iters) {
+ if (iters > 0 && iters <= 100)
+ iterations = iters;
+ }
+ this.setUICallback = function(callback) {
+ uiCallback = callback;
+ }
+ var iterations = 10;
+ var visc = 0.5;
+ var dt = 0.1;
+ var dens;
+ var dens_prev;
+ var u;
+ var u_prev;
+ var v;
+ var v_prev;
+ var width;
+ var height;
+ var rowSize;
+ var size;
+ var displayFunc;
+ function reset()
+ {
+ rowSize = width + 2;
+ size = (width+2)*(height+2);
+ dens = new Array(size);
+ dens_prev = new Array(size);
+ u = new Array(size);
+ u_prev = new Array(size);
+ v = new Array(size);
+ v_prev = new Array(size);
+ for (var i = 0; i < size; i++)
+ dens_prev[i] = u_prev[i] = v_prev[i] = dens[i] = u[i] = v[i] = 0;
+ }
+ this.reset = reset;
+ this.getDens = function()
+ {
+ return dens;
+ }
+ this.setResolution = function (hRes, wRes)
+ {
+ var res = wRes * hRes;
+ if (res > 0 && res < 1000000 && (wRes != width || hRes != height)) {
+ width = wRes;
+ height = hRes;
+ reset();
+ return true;
+ }
+ return false;
+ }
+ this.setResolution(64, 64);
+}