thread_policy, [&](const int i, const int j, const int q) {
const int q_point =
i + j * n_q_points_1d + q * n_q_points_1d * n_q_points_1d;
- t[q_point] = 0;
// This loop simply multiplies the shape function at the quadrature
// point by the value finite element coefficient.
// FIXME check why using parallel_reduce ThreadVector is slower
- for (int k = 0; k < n_q_points_1d; ++k)
+ const int base = dof_to_quad ? q : q * n_q_points_1d;
+ const int stride_shape = dof_to_quad ? n_q_points_1d : 1;
+ const Number *in_ptr =
+ in.data() +
+ (direction == 0 ?
+ (n_q_points_1d * (i + n_q_points_1d * j)) :
+ (direction == 1 ? (i + n_q_points_1d * n_q_points_1d * j) :
+ (i + n_q_points_1d * j)));
+ const int stride_in = Utilities::pow(n_q_points_1d, direction);
+ Number sum = shape_data[base] * (*in_ptr);
+ for (int k = 1; k < n_q_points_1d; ++k)
{
- const unsigned int shape_idx =
- dof_to_quad ? (q + k * n_q_points_1d) : (k + q * n_q_points_1d);
- const unsigned int source_idx =
- (direction == 0) ?
- (k + n_q_points_1d * (i + n_q_points_1d * j)) :
- (direction == 1) ?
- (i + n_q_points_1d * (k + n_q_points_1d * j)) :
- (i + n_q_points_1d * (j + n_q_points_1d * k));
- t[q_point] += shape_data[shape_idx] * in(source_idx);
+ sum +=
+ shape_data[base + k * stride_shape] * in_ptr[k * stride_in];
}
+ t[q_point] = sum;
});
if (in_place)