/* 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 #define PI 3.1415926536f /* * Paint a 2D surface with a moving bulls-eye pattern. The "face" parameter * selects between 6 different colors to use. We will use a different color on * each face of a cube map. */ __global__ void cuda_kernel_texture_cube(char *surface, int width, int height, size_t pitch, int face, float t) { int x = blockIdx.x * blockDim.x + threadIdx.x; int y = blockIdx.y * blockDim.y + threadIdx.y; unsigned char *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 this pixel pixel = (unsigned char *)(surface + y * pitch) + 4 * x; // populate it float theta_x = (2.0f * x) / width - 1.0f; float theta_y = (2.0f * y) / height - 1.0f; float theta = 2.0f * PI * sqrt(theta_x * theta_x + theta_y * theta_y); unsigned char value = 255 * (0.6f + 0.4f * cos(theta + t)); pixel[3] = 255; // alpha if (face % 2) { pixel[0] = // blue pixel[1] = // green pixel[2] = 0; // red pixel[face / 2] = value; } else { pixel[0] = // blue pixel[1] = // green pixel[2] = value; // red pixel[face / 2] = 0; } } extern "C" void cuda_texture_cube(void *surface, int width, int height, size_t pitch, int face, 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_cube<<>>((char *)surface, width, height, pitch, face, t); error = cudaGetLastError(); if (error != cudaSuccess) { printf("cuda_kernel_texture_cube() failed to launch error = %d\n", error); } }