/* 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. */ __global__ void Copy(TColor *dst, int imageW, int imageH, cudaTextureObject_t texImage) { const int ix = blockDim.x * blockIdx.x + threadIdx.x; const int iy = blockDim.y * blockIdx.y + threadIdx.y; // Add half of a texel to always address exact texel centers const float x = (float)ix + 0.5f; const float y = (float)iy + 0.5f; if (ix < imageW && iy < imageH) { float4 fresult = tex2D(texImage, x, y); dst[imageW * iy + ix] = make_color(fresult.x, fresult.y, fresult.z, 0); } } extern "C" void cuda_Copy(TColor *d_dst, int imageW, int imageH, cudaTextureObject_t texImage) { dim3 threads(BLOCKDIM_X, BLOCKDIM_Y); dim3 grid(iDivUp(imageW, BLOCKDIM_X), iDivUp(imageH, BLOCKDIM_Y)); Copy<<>>(d_dst, imageW, imageH, texImage); }