// Protected method, also used for applying cloverInv void DiracClover::cloverApply(cudaColorSpinorField &out, const FullClover &clover, const cudaColorSpinorField &in, const QudaParity parity) const { if (!initDslash) initDslashConstants(gauge, in.stride); if (!initClover) initCloverConstants(clover.even.stride); checkParitySpinor(in, out, clover); cloverCuda(&out, gauge, clover, &in, parity, blockClover); flops += 504*in.volume; }
// Public method to apply the clover term only void DiracClover::Clover(cudaColorSpinorField &out, const cudaColorSpinorField &in, const QudaParity parity) const { initSpinorConstants(in); checkParitySpinor(in, out); // regular clover term FullClover cs; cs.even = clover.even; cs.odd = clover.odd; cs.evenNorm = clover.evenNorm; cs.oddNorm = clover.oddNorm; cs.precision = clover.precision; cs.bytes = clover.bytes, cs.norm_bytes = clover.norm_bytes; cloverCuda(&out, gauge, cs, &in, parity); flops += 504*in.Volume(); }
// Public method to apply the clover term only void DiracClover::Clover(cudaColorSpinorField &out, const cudaColorSpinorField &in, const QudaParity parity) const { if (!initDslash) initDslashConstants(gauge, in.Stride()); if (!initClover) initCloverConstants(clover.Stride()); checkParitySpinor(in, out, clover); // regular clover term FullClover cs; cs.even = clover.even; cs.odd = clover.odd; cs.evenNorm = clover.evenNorm; cs.oddNorm = clover.oddNorm; cs.precision = clover.precision; cs.bytes = clover.bytes, cs.norm_bytes = clover.norm_bytes; cloverCuda(&out, gauge, cs, &in, parity, tuneClover); flops += 504*in.Volume(); }
// Public method void DiracCloverPC::CloverInv(cudaColorSpinorField &out, const cudaColorSpinorField &in, const QudaParity parity) const { initSpinorConstants(in); checkParitySpinor(in, out); // needs to be cloverinv FullClover cs; cs.even = clover.evenInv; cs.odd = clover.oddInv; cs.evenNorm = clover.evenInvNorm; cs.oddNorm = clover.oddInvNorm; cs.precision = clover.precision; cs.bytes = clover.bytes, cs.norm_bytes = clover.norm_bytes; cloverCuda(&out, gauge, cs, &in, parity); flops += 504*in.Volume(); }