You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
45 lines
2.2 KiB
45 lines
2.2 KiB
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved. |
|
* |
|
* Redistribution and use in source and binary forms, with or without |
|
* modification, are permitted provided that the following conditions |
|
* are met: |
|
* * Redistributions of source code must retain the above copyright |
|
* notice, this list of conditions and the following disclaimer. |
|
* * Redistributions in binary form must reproduce the above copyright |
|
* notice, this list of conditions and the following disclaimer in the |
|
* documentation and/or other materials provided with the distribution. |
|
* * Neither the name of NVIDIA CORPORATION nor the names of its |
|
* contributors may be used to endorse or promote products derived |
|
* from this software without specific prior written permission. |
|
* |
|
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY |
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
|
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
|
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
|
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
|
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
|
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
|
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
|
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
|
*/ |
|
|
|
//////////////////////////////////////////////////////////////////////////// |
|
// Calculate scalar products of VectorN vectors of ElementN elements on CPU. |
|
// Straight accumulation in double precision. |
|
//////////////////////////////////////////////////////////////////////////// |
|
extern "C" void scalarProdCPU(float *h_C, float *h_A, float *h_B, int vectorN, int elementN) |
|
{ |
|
for (int vec = 0; vec < vectorN; vec++) { |
|
int vectorBase = elementN * vec; |
|
int vectorEnd = vectorBase + elementN; |
|
|
|
double sum = 0; |
|
|
|
for (int pos = vectorBase; pos < vectorEnd; pos++) |
|
sum += h_A[pos] * h_B[pos]; |
|
|
|
h_C[vec] = (float)sum; |
|
} |
|
}
|
|
|