#include #include "common.h" void kernel_body(kernel_arg_t *arg) { auto A = reinterpret_cast(arg->A_addr); auto B = reinterpret_cast(arg->B_addr); auto size = arg->size; // Assuming 'size' now represents one dimension of a cubic space. // Calculate global column, row, and depth indices using both block and thread indices int col = blockIdx.x * blockDim.x + threadIdx.x; int row = blockIdx.y * blockDim.y + threadIdx.y; int dep = blockIdx.z * blockDim.z + threadIdx.z; TYPE sum = 0; int count = 0; // Stencil kernel size is assumed to be 3x3x3 for (int dz = -1; dz <= 1; ++dz) { for (int dy = -1; dy <= 1; ++dy) { for (int dx = -1; dx <= 1; ++dx) { // Compute the neighbor's index, handling boundary conditions manually int nz = dep + dz; int ny = row + dy; int nx = col + dx; // Clamp the indices to be within the boundary of the array if (nz < 0) {nz = 0;} else if (nz >= size){ nz = size - 1;} if (ny < 0) { ny = 0; } else if (ny >= size){ ny = size - 1;} if (nx < 0) { nx = 0;} else if (nx >= size){ nx = size - 1;} // Add the neighbor's value to sum sum += A[nz * size * size + ny * size + nx]; count++; } } } // Compute the average of the sum of neighbors and write to the output array B[dep * size * size + row * size + col] = sum / count; } int main() { auto arg = (kernel_arg_t *)csr_read(VX_CSR_MSCRATCH); return vx_spawn_threads(3, arg->grid_dim, arg->block_dim, (vx_kernel_func_cb)kernel_body, arg); }