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benchmark/gc: prevent GC bench from depending on normal benchmark

scripts.

This is needed to finish converting Ruby scripts to YAMLs.

git-svn-id: svn+ssh://ci.ruby-lang.org/ruby/trunk@63899 b2dd03c8-39d4-4d8f-98ff-823fe69b080e
This commit is contained in:
k0kubun 2018-07-08 17:31:06 +00:00
parent 2079fe863c
commit d933fe9b85
3 changed files with 612 additions and 3 deletions

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@ -1 +1,291 @@
require_relative '../bm_app_aobench.rb' # AO render benchmark
# Original program (C) Syoyo Fujita in Javascript (and other languages)
# https://code.google.com/p/aobench/
# Ruby(yarv2llvm) version by Hideki Miura
#
IMAGE_WIDTH = 256
IMAGE_HEIGHT = 256
NSUBSAMPLES = 2
NAO_SAMPLES = 8
class Vec
def initialize(x, y, z)
@x = x
@y = y
@z = z
end
attr_accessor :x, :y, :z
def vadd(b)
Vec.new(@x + b.x, @y + b.y, @z + b.z)
end
def vsub(b)
Vec.new(@x - b.x, @y - b.y, @z - b.z)
end
def vcross(b)
Vec.new(@y * b.z - @z * b.y,
@z * b.x - @x * b.z,
@x * b.y - @y * b.x)
end
def vdot(b)
@x * b.x + @y * b.y + @z * b.z
end
def vlength
Math.sqrt(@x * @x + @y * @y + @z * @z)
end
def vnormalize
len = vlength
v = Vec.new(@x, @y, @z)
if len > 1.0e-17 then
v.x = v.x / len
v.y = v.y / len
v.z = v.z / len
end
v
end
end
class Sphere
def initialize(center, radius)
@center = center
@radius = radius
end
attr_reader :center, :radius
def intersect(ray, isect)
rs = ray.org.vsub(@center)
b = rs.vdot(ray.dir)
c = rs.vdot(rs) - (@radius * @radius)
d = b * b - c
if d > 0.0 then
t = - b - Math.sqrt(d)
if t > 0.0 and t < isect.t then
isect.t = t
isect.hit = true
isect.pl = Vec.new(ray.org.x + ray.dir.x * t,
ray.org.y + ray.dir.y * t,
ray.org.z + ray.dir.z * t)
n = isect.pl.vsub(@center)
isect.n = n.vnormalize
else
0.0
end
end
nil
end
end
class Plane
def initialize(p, n)
@p = p
@n = n
end
def intersect(ray, isect)
d = -@p.vdot(@n)
v = ray.dir.vdot(@n)
v0 = v
if v < 0.0 then
v0 = -v
end
if v0 < 1.0e-17 then
return
end
t = -(ray.org.vdot(@n) + d) / v
if t > 0.0 and t < isect.t then
isect.hit = true
isect.t = t
isect.n = @n
isect.pl = Vec.new(ray.org.x + t * ray.dir.x,
ray.org.y + t * ray.dir.y,
ray.org.z + t * ray.dir.z)
end
nil
end
end
class Ray
def initialize(org, dir)
@org = org
@dir = dir
end
attr_accessor :org, :dir
end
class Isect
def initialize
@t = 10000000.0
@hit = false
@pl = Vec.new(0.0, 0.0, 0.0)
@n = Vec.new(0.0, 0.0, 0.0)
end
attr_accessor :t, :hit, :pl, :n
end
def clamp(f)
i = f * 255.5
if i > 255.0 then
i = 255.0
end
if i < 0.0 then
i = 0.0
end
i.to_i
end
def otherBasis(basis, n)
basis[2] = Vec.new(n.x, n.y, n.z)
basis[1] = Vec.new(0.0, 0.0, 0.0)
if n.x < 0.6 and n.x > -0.6 then
basis[1].x = 1.0
elsif n.y < 0.6 and n.y > -0.6 then
basis[1].y = 1.0
elsif n.z < 0.6 and n.z > -0.6 then
basis[1].z = 1.0
else
basis[1].x = 1.0
end
basis[0] = basis[1].vcross(basis[2])
basis[0] = basis[0].vnormalize
basis[1] = basis[2].vcross(basis[0])
basis[1] = basis[1].vnormalize
end
class Scene
def initialize
@spheres = Array.new
@spheres[0] = Sphere.new(Vec.new(-2.0, 0.0, -3.5), 0.5)
@spheres[1] = Sphere.new(Vec.new(-0.5, 0.0, -3.0), 0.5)
@spheres[2] = Sphere.new(Vec.new(1.0, 0.0, -2.2), 0.5)
@plane = Plane.new(Vec.new(0.0, -0.5, 0.0), Vec.new(0.0, 1.0, 0.0))
end
def ambient_occlusion(isect)
basis = Array.new
otherBasis(basis, isect.n)
ntheta = NAO_SAMPLES
nphi = NAO_SAMPLES
eps = 0.0001
occlusion = 0.0
p0 = Vec.new(isect.pl.x + eps * isect.n.x,
isect.pl.y + eps * isect.n.y,
isect.pl.z + eps * isect.n.z)
nphi.times do |j|
ntheta.times do |i|
r = rand
phi = 2.0 * 3.14159265 * rand
x = Math.cos(phi) * Math.sqrt(1.0 - r)
y = Math.sin(phi) * Math.sqrt(1.0 - r)
z = Math.sqrt(r)
rx = x * basis[0].x + y * basis[1].x + z * basis[2].x
ry = x * basis[0].y + y * basis[1].y + z * basis[2].y
rz = x * basis[0].z + y * basis[1].z + z * basis[2].z
raydir = Vec.new(rx, ry, rz)
ray = Ray.new(p0, raydir)
occisect = Isect.new
@spheres[0].intersect(ray, occisect)
@spheres[1].intersect(ray, occisect)
@spheres[2].intersect(ray, occisect)
@plane.intersect(ray, occisect)
if occisect.hit then
occlusion = occlusion + 1.0
else
0.0
end
end
end
occlusion = (ntheta.to_f * nphi.to_f - occlusion) / (ntheta.to_f * nphi.to_f)
Vec.new(occlusion, occlusion, occlusion)
end
def render(w, h, nsubsamples)
cnt = 0
nsf = nsubsamples.to_f
h.times do |y|
w.times do |x|
rad = Vec.new(0.0, 0.0, 0.0)
# Subsampling
nsubsamples.times do |v|
nsubsamples.times do |u|
cnt = cnt + 1
wf = w.to_f
hf = h.to_f
xf = x.to_f
yf = y.to_f
uf = u.to_f
vf = v.to_f
px = (xf + (uf / nsf) - (wf / 2.0)) / (wf / 2.0)
py = -(yf + (vf / nsf) - (hf / 2.0)) / (hf / 2.0)
eye = Vec.new(px, py, -1.0).vnormalize
ray = Ray.new(Vec.new(0.0, 0.0, 0.0), eye)
isect = Isect.new
@spheres[0].intersect(ray, isect)
@spheres[1].intersect(ray, isect)
@spheres[2].intersect(ray, isect)
@plane.intersect(ray, isect)
if isect.hit then
col = ambient_occlusion(isect)
rad.x = rad.x + col.x
rad.y = rad.y + col.y
rad.z = rad.z + col.z
end
end
end
r = rad.x / (nsf * nsf)
g = rad.y / (nsf * nsf)
b = rad.z / (nsf * nsf)
printf("%c", clamp(r))
printf("%c", clamp(g))
printf("%c", clamp(b))
end
nil
end
nil
end
end
alias printf_orig printf
def printf *args
end
# File.open("ao.ppm", "w") do |fp|
printf("P6\n")
printf("%d %d\n", IMAGE_WIDTH, IMAGE_HEIGHT)
printf("255\n", IMAGE_WIDTH, IMAGE_HEIGHT)
Scene.new.render(IMAGE_WIDTH, IMAGE_HEIGHT, NSUBSAMPLES)
# end
undef printf
alias printf printf_orig

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@ -1 +1,62 @@
require_relative '../bm_so_binary_trees.rb' # The Computer Language Shootout Benchmarks
# http://shootout.alioth.debian.org
#
# contributed by Jesse Millikan
# disable output
alias puts_orig puts
def puts str
# disable puts
end
def item_check(tree)
if tree[0] == nil
tree[1]
else
tree[1] + item_check(tree[0]) - item_check(tree[2])
end
end
def bottom_up_tree(item, depth)
if depth > 0
item_item = 2 * item
depth -= 1
[bottom_up_tree(item_item - 1, depth), item, bottom_up_tree(item_item, depth)]
else
[nil, item, nil]
end
end
max_depth = 16 # ARGV[0].to_i
min_depth = 4
max_depth = min_depth + 2 if min_depth + 2 > max_depth
stretch_depth = max_depth + 1
stretch_tree = bottom_up_tree(0, stretch_depth)
puts "stretch tree of depth #{stretch_depth}\t check: #{item_check(stretch_tree)}"
stretch_tree = nil
long_lived_tree = bottom_up_tree(0, max_depth)
min_depth.step(max_depth + 1, 2) do |depth|
iterations = 2**(max_depth - depth + min_depth)
check = 0
for i in 1..iterations
temp_tree = bottom_up_tree(i, depth)
check += item_check(temp_tree)
temp_tree = bottom_up_tree(-i, depth)
check += item_check(temp_tree)
end
puts "#{iterations * 2}\t trees of depth #{depth}\t check: #{check}"
end
puts "long lived tree of depth #{max_depth}\t check: #{item_check(long_lived_tree)}"
undef puts
alias puts puts_orig

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require_relative '../bm_app_pentomino.rb' #!/usr/local/bin/ruby
# This program is contributed by Shin Nishiyama
# modified by K.Sasada
NP = 5
ROW = 8 + NP
COL = 8
$p = []
$b = []
$no = 0
def piece(n, a, nb)
nb.each{|x|
a[n] = x
if n == NP-1
$p << [a.sort]
else
nbc=nb.dup
[-ROW, -1, 1, ROW].each{|d|
if x+d > 0 and not a.include?(x+d) and not nbc.include?(x+d)
nbc << x+d
end
}
nbc.delete x
piece(n+1,a[0..n],nbc)
end
}
end
def kikaku(a)
a.collect {|x| x - a[0]}
end
def ud(a)
kikaku(a.collect {|x| ((x+NP)%ROW)-ROW*((x+NP)/ROW) }.sort)
end
def rl(a)
kikaku(a.collect {|x| ROW*((x+NP)/ROW)+ROW-((x+NP)%ROW)}.sort)
end
def xy(a)
kikaku(a.collect {|x| ROW*((x+NP)%ROW) + (x+NP)/ROW }.sort)
end
def mkpieces
piece(0,[],[0])
$p.each do |a|
a0 = a[0]
a[1] = ud(a0)
a[2] = rl(a0)
a[3] = ud(rl(a0))
a[4] = xy(a0)
a[5] = ud(xy(a0))
a[6] = rl(xy(a0))
a[7] = ud(rl(xy(a0)))
a.sort!
a.uniq!
end
$p.uniq!.sort! {|x,y| x[0] <=> y[0] }
end
def mkboard
(0...ROW*COL).each{|i|
if i % ROW >= ROW-NP
$b[i] = -2
else
$b[i] = -1
end
$b[3*ROW+3]=$b[3*ROW+4]=$b[4*ROW+3]=$b[4*ROW+4]=-2
}
end
def pboard
return # skip print
print "No. #$no\n"
(0...COL).each{|i|
print "|"
(0...ROW-NP).each{|j|
x = $b[i*ROW+j]
if x < 0
print "..|"
else
printf "%2d|",x+1
end
}
print "\n"
}
print "\n"
end
$pnum=[]
def setpiece(a,pos)
if a.length == $p.length then
$no += 1
pboard
return
end
while $b[pos] != -1
pos += 1
end
($pnum - a).each do |i|
$p[i].each do |x|
f = 0
x.each{|s|
if $b[pos+s] != -1
f=1
break
end
}
if f == 0 then
x.each{|s|
$b[pos+s] = i
}
a << i
setpiece(a.dup, pos)
a.pop
x.each{|s|
$b[pos+s] = -1
}
end
end
end
end
mkpieces
mkboard
$p[4] = [$p[4][0]]
$pnum = (0...$p.length).to_a
setpiece([],0)
__END__
# original
NP = 5
ROW = 8 + NP
COL = 8
$p = []
$b = []
$no = 0
def piece(n,a,nb)
for x in nb
a[n] = x
if n == NP-1
$p << [a.sort]
else
nbc=nb.dup
for d in [-ROW, -1, 1, ROW]
if x+d > 0 and not a.include?(x+d) and not nbc.include?(x+d)
nbc << x+d
end
end
nbc.delete x
piece(n+1,a[0..n],nbc)
end
end
end
def kikaku(a)
a.collect {|x| x - a[0]}
end
def ud(a)
kikaku(a.collect {|x| ((x+NP)%ROW)-ROW*((x+NP)/ROW) }.sort)
end
def rl(a)
kikaku(a.collect {|x| ROW*((x+NP)/ROW)+ROW-((x+NP)%ROW)}.sort)
end
def xy(a)
kikaku(a.collect {|x| ROW*((x+NP)%ROW) + (x+NP)/ROW }.sort)
end
def mkpieces
piece(0,[],[0])
$p.each do |a|
a0 = a[0]
a[1] = ud(a0)
a[2] = rl(a0)
a[3] = ud(rl(a0))
a[4] = xy(a0)
a[5] = ud(xy(a0))
a[6] = rl(xy(a0))
a[7] = ud(rl(xy(a0)))
a.sort!
a.uniq!
end
$p.uniq!.sort! {|x,y| x[0] <=> y[0] }
end
def mkboard
for i in 0...ROW*COL
if i % ROW >= ROW-NP
$b[i] = -2
else
$b[i] = -1
end
$b[3*ROW+3]=$b[3*ROW+4]=$b[4*ROW+3]=$b[4*ROW+4]=-2
end
end
def pboard
print "No. #$no\n"
for i in 0...COL
print "|"
for j in 0...ROW-NP
x = $b[i*ROW+j]
if x < 0
print "..|"
else
printf "%2d|",x+1
end
end
print "\n"
end
print "\n"
end
$pnum=[]
def setpiece(a,pos)
if a.length == $p.length then
$no += 1
pboard
return
end
while $b[pos] != -1
pos += 1
end
($pnum - a).each do |i|
$p[i].each do |x|
f = 0
for s in x do
if $b[pos+s] != -1
f=1
break
end
end
if f == 0 then
for s in x do
$b[pos+s] = i
end
a << i
setpiece(a.dup, pos)
a.pop
for s in x do
$b[pos+s] = -1
end
end
end
end
end
mkpieces
mkboard
$p[4] = [$p[4][0]]
$pnum = (0...$p.length).to_a
setpiece([],0)