/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of NVIDIA CORPORATION nor the names of its * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* * This sample demonstrates how to use texture fetches from layered 2D textures * in CUDA C * * This sample first generates a 3D input data array for the layered texture * and the expected output. Then it starts CUDA C kernels, one for each layer, * which fetch their layer's texture data (using normalized texture coordinates) * transform it to the expected output, and write it to a 3D output data array. */ // includes, system #include #include #include #include // includes CUDA #include // helper functions and utilities to work with CUDA #include #include static const char *sSDKname = "simpleCubemapTexture"; // includes, kernels //////////////////////////////////////////////////////////////////////////////// //! Transform a cubemap face of a linear buffe using cubemap texture lookups //! @param g_odata output data in global memory //////////////////////////////////////////////////////////////////////////////// __global__ void transformKernel(float *g_odata, int width, cudaTextureObject_t tex) { // calculate this thread's data point unsigned int x = blockIdx.x * blockDim.x + threadIdx.x; unsigned int y = blockIdx.y * blockDim.y + threadIdx.y; // 0.5f offset and division are necessary to access the original data points // in the texture (such that bilinear interpolation will not be activated). // For details, see also CUDA Programming Guide, Appendix D float u = ((x + 0.5f) / (float)width) * 2.f - 1.f; float v = ((y + 0.5f) / (float)width) * 2.f - 1.f; float cx, cy, cz; for (unsigned int face = 0; face < 6; face++) { // Layer 0 is positive X face if (face == 0) { cx = 1; cy = -v; cz = -u; } // Layer 1 is negative X face else if (face == 1) { cx = -1; cy = -v; cz = u; } // Layer 2 is positive Y face else if (face == 2) { cx = u; cy = 1; cz = v; } // Layer 3 is negative Y face else if (face == 3) { cx = u; cy = -1; cz = -v; } // Layer 4 is positive Z face else if (face == 4) { cx = u; cy = -v; cz = 1; } // Layer 4 is negative Z face else if (face == 5) { cx = -u; cy = -v; cz = -1; } // read from texture, do expected transformation and write to global memory g_odata[face * width * width + y * width + x] = -texCubemap(tex, cx, cy, cz); } } //////////////////////////////////////////////////////////////////////////////// // Program main //////////////////////////////////////////////////////////////////////////////// int main(int argc, char **argv) { // use command-line specified CUDA device, otherwise use device with highest // Gflops/s int devID = findCudaDevice(argc, (const char **)argv); bool bResult = true; // get number of SMs on this GPU cudaDeviceProp deviceProps; checkCudaErrors(cudaGetDeviceProperties(&deviceProps, devID)); printf("CUDA device [%s] has %d Multi-Processors ", deviceProps.name, deviceProps.multiProcessorCount); printf("SM %d.%d\n", deviceProps.major, deviceProps.minor); if (deviceProps.major < 2) { printf( "%s requires SM 2.0 or higher for support of Texture Arrays. Test " "will exit... \n", sSDKname); exit(EXIT_WAIVED); } // generate input data for layered texture unsigned int width = 64, num_faces = 6, num_layers = 1; unsigned int cubemap_size = width * width * num_faces; unsigned int size = cubemap_size * num_layers * sizeof(float); float *h_data = (float *)malloc(size); for (int i = 0; i < (int)(cubemap_size * num_layers); i++) { h_data[i] = (float)i; } // this is the expected transformation of the input data (the expected output) float *h_data_ref = (float *)malloc(size); for (unsigned int layer = 0; layer < num_layers; layer++) { for (int i = 0; i < (int)(cubemap_size); i++) { h_data_ref[layer * cubemap_size + i] = -h_data[layer * cubemap_size + i] + layer; } } // allocate device memory for result float *d_data = NULL; checkCudaErrors(cudaMalloc((void **)&d_data, size)); // allocate array and copy image data cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc(32, 0, 0, 0, cudaChannelFormatKindFloat); cudaArray *cu_3darray; // checkCudaErrors(cudaMalloc3DArray( &cu_3darray, &channelDesc, // make_cudaExtent(width, height, num_layers), cudaArrayLayered )); checkCudaErrors(cudaMalloc3DArray(&cu_3darray, &channelDesc, make_cudaExtent(width, width, num_faces), cudaArrayCubemap)); cudaMemcpy3DParms myparms = {0}; myparms.srcPos = make_cudaPos(0, 0, 0); myparms.dstPos = make_cudaPos(0, 0, 0); myparms.srcPtr = make_cudaPitchedPtr(h_data, width * sizeof(float), width, width); myparms.dstArray = cu_3darray; myparms.extent = make_cudaExtent(width, width, num_faces); myparms.kind = cudaMemcpyHostToDevice; checkCudaErrors(cudaMemcpy3D(&myparms)); cudaTextureObject_t tex; cudaResourceDesc texRes; memset(&texRes, 0, sizeof(cudaResourceDesc)); texRes.resType = cudaResourceTypeArray; texRes.res.array.array = cu_3darray; cudaTextureDesc texDescr; memset(&texDescr, 0, sizeof(cudaTextureDesc)); texDescr.normalizedCoords = true; texDescr.filterMode = cudaFilterModeLinear; texDescr.addressMode[0] = cudaAddressModeWrap; texDescr.addressMode[1] = cudaAddressModeWrap; texDescr.addressMode[2] = cudaAddressModeWrap; texDescr.readMode = cudaReadModeElementType; checkCudaErrors(cudaCreateTextureObject(&tex, &texRes, &texDescr, NULL)); dim3 dimBlock(8, 8, 1); dim3 dimGrid(width / dimBlock.x, width / dimBlock.y, 1); printf( "Covering Cubemap data array of %d~3 x %d: Grid size is %d x %d, each " "block has 8 x 8 threads\n", width, num_layers, dimGrid.x, dimGrid.y); transformKernel<<>>(d_data, width, tex); // warmup (for better timing) // check if kernel execution generated an error getLastCudaError("warmup Kernel execution failed"); checkCudaErrors(cudaDeviceSynchronize()); StopWatchInterface *timer = NULL; sdkCreateTimer(&timer); sdkStartTimer(&timer); // execute the kernel transformKernel<<>>(d_data, width, tex); // check if kernel execution generated an error getLastCudaError("Kernel execution failed"); checkCudaErrors(cudaDeviceSynchronize()); sdkStopTimer(&timer); printf("Processing time: %.3f msec\n", sdkGetTimerValue(&timer)); printf("%.2f Mtexlookups/sec\n", (cubemap_size / (sdkGetTimerValue(&timer) / 1000.0f) / 1e6)); sdkDeleteTimer(&timer); // allocate mem for the result on host side float *h_odata = (float *)malloc(size); // copy result from device to host checkCudaErrors(cudaMemcpy(h_odata, d_data, size, cudaMemcpyDeviceToHost)); // write regression file if necessary if (checkCmdLineFlag(argc, (const char **)argv, "regression")) { // write file for regression test sdkWriteFile("./data/regression.dat", h_odata, width * width, 0.0f, false); } else { printf("Comparing kernel output to expected data\n"); #define MIN_EPSILON_ERROR 5e-3f bResult = compareData(h_odata, h_data_ref, cubemap_size, MIN_EPSILON_ERROR, 0.0f); } // cleanup memory free(h_data); free(h_data_ref); free(h_odata); checkCudaErrors(cudaDestroyTextureObject(tex)); checkCudaErrors(cudaFree(d_data)); checkCudaErrors(cudaFreeArray(cu_3darray)); exit(bResult ? EXIT_SUCCESS : EXIT_FAILURE); }