/* 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. */ #include #include #include // // Paint a 2D texture with a moving red/green hatch pattern on a // strobing blue background. Note that this kernel reads to and // writes from the texture, hence why this texture was not mapped // as WriteDiscard. // __global__ void cuda_kernel_texture_2d(unsigned char *surface, int width, int height, size_t pitch, float t) { int x = blockIdx.x * blockDim.x + threadIdx.x; int y = blockIdx.y * blockDim.y + threadIdx.y; float *pixel; // in the case where, due to quantization into grids, we have // more threads than pixels, skip the threads which don't // correspond to valid pixels if (x >= width || y >= height) return; // get a pointer to the pixel at (x,y) pixel = (float *)(surface + y * pitch) + 4 * x; // populate it float value_x = 0.5f + 0.5f * cos(t + 10.0f * ((2.0f * x) / width - 1.0f)); float value_y = 0.5f + 0.5f * cos(t + 10.0f * ((2.0f * y) / height - 1.0f)); pixel[0] = value_x > 0.5 ? 1 : 0; pixel[1] = value_y > 0.5 ? 1 : 0; pixel[2] = 0.5f + 0.5f * cos(t); pixel[3] = 1; // alpha for (int i = 0; i < 6; ++i) { for (int j = 0; j < 4; ++j) { pixel[j] = sqrt(pixel[j]); } } for (int i = 0; i < 6; ++i) { for (int j = 0; j < 4; ++j) { pixel[j] *= pixel[j]; } } } extern "C" void cuda_texture_2d(void *surface, int width, int height, size_t pitch, float t) { cudaError_t error = cudaSuccess; dim3 Db = dim3(16, 16); // block dimensions are fixed to be 256 threads dim3 Dg = dim3((width + Db.x - 1) / Db.x, (height + Db.y - 1) / Db.y); cuda_kernel_texture_2d<<>>((unsigned char *)surface, width, height, pitch, t); error = cudaGetLastError(); if (error != cudaSuccess) { printf("cuda_kernel_texture_2d() failed to launch error = %d\n", error); } }