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-rw-r--r--cuda-global/src/game.cu46
1 files changed, 46 insertions, 0 deletions
diff --git a/cuda-global/src/game.cu b/cuda-global/src/game.cu
new file mode 100644
index 0000000..9021916
--- /dev/null
+++ b/cuda-global/src/game.cu
@@ -0,0 +1,46 @@
+#include "game.cuh"
+
+__device__ int neighbors(struct GAME game, int x, int y) {
+ int n = 0;
+
+ for (int dy = -1; dy <= 1; dy++) {
+ for (int dx = -1; dx <= 1; dx++) {
+ if (!(dx == 0 && dy == 0) && (x+dx) > 0 && (y+dy) > 0 && (x+dx) < game.width+(game.padding*2) && (y+dy) < game.height+(game.padding*2)) {
+ if (game.grid[(y+dy) * (game.width+game.padding*2) + (x+dx)]) {
+ n++;
+ }
+ }
+ }
+ }
+ return n;
+}
+
+__global__ void next(struct GAME game, unsigned char* newGrid) {
+ int idy = blockDim.y * blockIdx.y + threadIdx.y;
+ int idx = blockDim.x * blockIdx.x + threadIdx.x;
+
+ if (idy <= game.height+game.padding*2 && idx <= game.width+game.padding*2) {
+ int my_neighbors = neighbors(game, idx, idy);
+ int my_coord = idy * (game.width+game.padding*2) + idx;
+ newGrid[my_coord] = 0; // It's possible that there are artifacts from the last iteration
+ if (game.grid[my_coord]) {
+ if (my_neighbors < 2 || my_neighbors > 3) {
+ newGrid[my_coord] = 0;
+ } else {
+ newGrid[my_coord] = 1;
+ }
+ } else {
+ if (my_neighbors == 3) {
+ newGrid[my_coord] = 1;
+ }
+ }
+ }
+}
+
+void randomize(struct GAME* game) {
+ for (int y = game->padding; y < game->height+game->padding; y++) {
+ for (int x = game->padding; x < game->width+game->padding; x++) {
+ game->grid[y*(game->width+game->padding*2) + x] = (unsigned char) rand() & 1;
+ }
+ }
+}