/* Copyright (c) 2022, 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 3D texture with a gradient in X (blue) and Z (green), and have every * other Z slice have full red. */ __global__ void cuda_kernel_texture_3d(unsigned char *surface, int width, int height, int depth, size_t pitch, size_t pitchSlice, float t) { int x = blockIdx.x * blockDim.x + threadIdx.x; int y = blockIdx.y * blockDim.y + threadIdx.y; // 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; // walk across the Z slices of this texture. it should be noted that // this is far from optimal data access. for (int z = 0; z < depth; ++z) { // get a pointer to this pixel unsigned char *pixel = surface + z * pitchSlice + y * pitch + 4 * x; pixel[0] = (unsigned char)(255.f * (0.5f + 0.5f * cos(t + (x * x + y * y + z * z) * 0.0001f * 3.14f))); // red pixel[1] = (unsigned char)(255.f * (0.5f + 0.5f * sin(t + (x * x + y * y + z * z) * 0.0001f * 3.14f))); // green pixel[2] = (unsigned char)0; // blue pixel[3] = 255; // alpha } } extern "C" void cuda_texture_3d(void *surface, int width, int height, int depth, size_t pitch, size_t pitchSlice, 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_3d<<>>((unsigned char *)surface, width, height, depth, pitch, pitchSlice, t); error = cudaGetLastError(); if (error != cudaSuccess) { printf("cuda_kernel_texture_3d() failed to launch error = %d\n", error); } }