When I read the nbody code in Cuda-SDK, I went through some lines in the code and I found that it is a little bit different than their paper in GPUGems3 "Fast N-Body Simulation with CUDA".
My questions are: First, why the blockIdx.x is still involved in loading memory from global to share memory as written in the following code?
for (int tile = blockIdx.y; tile < numTiles + blockIdx.y; tile++)
{
sharedPos[threadIdx.x+blockDim.x*threadIdx.y] =
multithreadBodies ?
positions[WRAP(blockIdx.x + q * tile + threadIdx.y, gridDim.x) * p + threadIdx.x] : //this line
positions[WRAP(blockIdx.x + tile, gridDim.x) * p + threadIdx.x]; //this line
__syncthreads();
// This is the "tile_calculation" function from the GPUG3 article.
acc = gravitation(bodyPos, acc);
__syncthreads();
}
isn't it supposed to be like this according to paper? I wonder why
sharedPos[threadIdx.x+blockDim.x*threadIdx.y] =
multithreadBodies ?
positions[WRAP(q * tile + threadIdx.y, gridDim.x) * p + threadIdx.x] :
positions[WRAP(tile, gridDim.x) * p + threadIdx.x];
Second, in the multiple threads per body why the threadIdx.x is still involved? Isn't it supposed to be a fix value or not involving at all because the sum only due to threadIdx.y
if (multithreadBodies)
{
SX_SUM(threadIdx.x, threadIdx.y).x = acc.x; //this line
SX_SUM(threadIdx.x, threadIdx.y).y = acc.y; //this line
SX_SUM(threadIdx.x, threadIdx.y).z = acc.z; //this line
__syncthreads();
// Save the result in global memory for the integration step
if (threadIdx.y == 0)
{
for (int i = 1; i < blockDim.y; i++)
{
acc.x += SX_SUM(threadIdx.x,i).x; //this line
acc.y += SX_SUM(threadIdx.x,i).y; //this line
acc.z += SX_SUM(threadIdx.x,i).z; //this line
}
}
}
Can anyone explain this to me? Is it some kind of optimization for faster code?