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Reorganise multigrid into multiple headers

This commit is contained in:
Peter Boyle
2023-10-06 10:46:21 -04:00
parent 3bc2da5321
commit eacebfad74
5 changed files with 1794 additions and 0 deletions

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/*************************************************************************************
Grid physics library, www.github.com/paboyle/Grid
Source file: ./lib/algorithms/GeneralCoarsenedMatrix.h
Copyright (C) 2015
Author: Peter Boyle <pboyle@bnl.gov>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
See the full license in the file "LICENSE" in the top level distribution directory
*************************************************************************************/
/* END LEGAL */
#pragma once
NAMESPACE_BEGIN(Grid);
/////////////////////////////////////////////////////////////////
// Geometry class in cartesian case
/////////////////////////////////////////////////////////////////
class Geometry {
public:
int npoint;
int base;
std::vector<int> directions ;
std::vector<int> displacements;
std::vector<int> points_dagger;
Geometry(int _d) {
base = (_d==5) ? 1:0;
// make coarse grid stencil for 4d , not 5d
if ( _d==5 ) _d=4;
npoint = 2*_d+1;
directions.resize(npoint);
displacements.resize(npoint);
points_dagger.resize(npoint);
for(int d=0;d<_d;d++){
directions[d ] = d+base;
directions[d+_d] = d+base;
displacements[d ] = +1;
displacements[d+_d]= -1;
points_dagger[d ] = d+_d;
points_dagger[d+_d] = d;
}
directions [2*_d]=0;
displacements[2*_d]=0;
points_dagger[2*_d]=2*_d;
}
int point(int dir, int disp) {
assert(disp == -1 || disp == 0 || disp == 1);
assert(base+0 <= dir && dir < base+4);
// directions faster index = new indexing
// 4d (base = 0):
// point 0 1 2 3 4 5 6 7 8
// dir 0 1 2 3 0 1 2 3 0
// disp +1 +1 +1 +1 -1 -1 -1 -1 0
// 5d (base = 1):
// point 0 1 2 3 4 5 6 7 8
// dir 1 2 3 4 1 2 3 4 0
// disp +1 +1 +1 +1 -1 -1 -1 -1 0
// displacements faster index = old indexing
// 4d (base = 0):
// point 0 1 2 3 4 5 6 7 8
// dir 0 0 1 1 2 2 3 3 0
// disp +1 -1 +1 -1 +1 -1 +1 -1 0
// 5d (base = 1):
// point 0 1 2 3 4 5 6 7 8
// dir 1 1 2 2 3 3 4 4 0
// disp +1 -1 +1 -1 +1 -1 +1 -1 0
if(dir == 0 and disp == 0)
return 8;
else // New indexing
return (1 - disp) / 2 * 4 + dir - base;
// else // Old indexing
// return (4 * (dir - base) + 1 - disp) / 2;
}
};
/////////////////////////////////////////////////////////////////
// Less local equivalent of Geometry class in cartesian case
/////////////////////////////////////////////////////////////////
class NonLocalStencilGeometry {
public:
int depth;
int hops;
int npoint;
std::vector<Coordinate> shifts;
Coordinate stencil_size;
Coordinate stencil_lo;
Coordinate stencil_hi;
GridCartesian *grid;
GridCartesian *Grid() {return grid;};
int Depth(void){return 1;}; // Ghost zone depth
int Hops(void){return hops;}; // # of hops=> level of corner fill in in stencil
virtual int DimSkip(void) =0;
virtual ~NonLocalStencilGeometry() {};
int Reverse(int point)
{
int Nd = Grid()->Nd();
Coordinate shft = shifts[point];
Coordinate rev(Nd);
for(int mu=0;mu<Nd;mu++) rev[mu]= -shft[mu];
for(int p=0;p<npoint;p++){
if(rev==shifts[p]){
return p;
}
}
assert(0);
return -1;
}
void BuildShifts(void)
{
this->shifts.resize(0);
int Nd = this->grid->Nd();
int dd = this->DimSkip();
for(int s0=this->stencil_lo[dd+0];s0<=this->stencil_hi[dd+0];s0++){
for(int s1=this->stencil_lo[dd+1];s1<=this->stencil_hi[dd+1];s1++){
for(int s2=this->stencil_lo[dd+2];s2<=this->stencil_hi[dd+2];s2++){
for(int s3=this->stencil_lo[dd+3];s3<=this->stencil_hi[dd+3];s3++){
Coordinate sft(Nd,0);
sft[dd+0] = s0;
sft[dd+1] = s1;
sft[dd+2] = s2;
sft[dd+3] = s3;
int nhops = abs(s0)+abs(s1)+abs(s2)+abs(s3);
if(nhops<=this->hops) this->shifts.push_back(sft);
}}}}
this->npoint = this->shifts.size();
std::cout << GridLogMessage << "NonLocalStencilGeometry has "<< this->npoint << " terms in stencil "<<std::endl;
}
NonLocalStencilGeometry(GridCartesian *_coarse_grid,int _hops) : grid(_coarse_grid), hops(_hops)
{
Coordinate latt = grid->GlobalDimensions();
stencil_size.resize(grid->Nd());
stencil_lo.resize(grid->Nd());
stencil_hi.resize(grid->Nd());
for(int d=0;d<grid->Nd();d++){
if ( latt[d] == 1 ) {
stencil_lo[d] = 0;
stencil_hi[d] = 0;
stencil_size[d]= 1;
} else if ( latt[d] == 2 ) {
stencil_lo[d] = -1;
stencil_hi[d] = 0;
stencil_size[d]= 2;
} else if ( latt[d] > 2 ) {
stencil_lo[d] = -1;
stencil_hi[d] = 1;
stencil_size[d]= 3;
}
}
};
};
// Need to worry about red-black now
class NonLocalStencilGeometry4D : public NonLocalStencilGeometry {
public:
virtual int DimSkip(void) { return 0;};
NonLocalStencilGeometry4D(GridCartesian *Coarse,int _hops) : NonLocalStencilGeometry(Coarse,_hops) { };
virtual ~NonLocalStencilGeometry4D() {};
};
class NonLocalStencilGeometry5D : public NonLocalStencilGeometry {
public:
virtual int DimSkip(void) { return 1; };
NonLocalStencilGeometry5D(GridCartesian *Coarse,int _hops) : NonLocalStencilGeometry(Coarse,_hops) { };
virtual ~NonLocalStencilGeometry5D() {};
};
/*
* Bunch of different options classes
*/
class NextToNextToNextToNearestStencilGeometry4D : public NonLocalStencilGeometry4D {
public:
NextToNextToNextToNearestStencilGeometry4D(GridCartesian *Coarse) : NonLocalStencilGeometry4D(Coarse,4)
{
this->BuildShifts();
};
};
class NextToNextToNextToNearestStencilGeometry5D : public NonLocalStencilGeometry5D {
public:
NextToNextToNextToNearestStencilGeometry5D(GridCartesian *Coarse) : NonLocalStencilGeometry5D(Coarse,4)
{
this->BuildShifts();
};
};
class NextToNearestStencilGeometry4D : public NonLocalStencilGeometry4D {
public:
NextToNearestStencilGeometry4D(GridCartesian *Coarse) : NonLocalStencilGeometry4D(Coarse,2)
{
this->BuildShifts();
};
};
class NextToNearestStencilGeometry5D : public NonLocalStencilGeometry5D {
public:
NextToNearestStencilGeometry5D(GridCartesian *Coarse) : NonLocalStencilGeometry5D(Coarse,2)
{
this->BuildShifts();
};
};
class NearestStencilGeometry4D : public NonLocalStencilGeometry4D {
public:
NearestStencilGeometry4D(GridCartesian *Coarse) : NonLocalStencilGeometry4D(Coarse,1)
{
this->BuildShifts();
};
};
class NearestStencilGeometry5D : public NonLocalStencilGeometry5D {
public:
NearestStencilGeometry5D(GridCartesian *Coarse) : NonLocalStencilGeometry5D(Coarse,1)
{
this->BuildShifts();
};
};
NAMESPACE_END(Grid);