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113 lines
4.6 KiB
Plaintext
113 lines
4.6 KiB
Plaintext
/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/*
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* This sample demonstrates two adaptive image denoising techniques:
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* KNN and NLM, based on computation of both geometric and color distance
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* between texels. While both techniques are already implemented in the
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* DirectX SDK using shaders, massively speeded up variation
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* of the latter technique, taking advantage of shared memory, is implemented
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* in addition to DirectX counterparts.
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* See supplied whitepaper for more explanations.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <helper_cuda.h>
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#include "imageDenoising.h"
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////////////////////////////////////////////////////////////////////////////////
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// Helper functions
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////////////////////////////////////////////////////////////////////////////////
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float Max(float x, float y) { return (x > y) ? x : y; }
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float Min(float x, float y) { return (x < y) ? x : y; }
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int iDivUp(int a, int b) { return ((a % b) != 0) ? (a / b + 1) : (a / b); }
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__device__ float lerpf(float a, float b, float c) { return a + (b - a) * c; }
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__device__ float vecLen(float4 a, float4 b) {
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return ((b.x - a.x) * (b.x - a.x) + (b.y - a.y) * (b.y - a.y) +
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(b.z - a.z) * (b.z - a.z));
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}
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__device__ TColor make_color(float r, float g, float b, float a) {
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return ((int)(a * 255.0f) << 24) | ((int)(b * 255.0f) << 16) |
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((int)(g * 255.0f) << 8) | ((int)(r * 255.0f) << 0);
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}
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////////////////////////////////////////////////////////////////////////////////
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// Global data handlers and parameters
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////////////////////////////////////////////////////////////////////////////////
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// Texture object and channel descriptor for image texture
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cudaTextureObject_t texImage;
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cudaChannelFormatDesc uchar4tex = cudaCreateChannelDesc<uchar4>();
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// CUDA array descriptor
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cudaArray *a_Src;
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////////////////////////////////////////////////////////////////////////////////
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// Filtering kernels
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////////////////////////////////////////////////////////////////////////////////
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#include "imageDenoising_copy_kernel.cuh"
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#include "imageDenoising_knn_kernel.cuh"
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#include "imageDenoising_nlm_kernel.cuh"
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#include "imageDenoising_nlm2_kernel.cuh"
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extern "C" cudaError_t CUDA_MallocArray(uchar4 **h_Src, int imageW,
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int imageH) {
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cudaError_t error;
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error = cudaMallocArray(&a_Src, &uchar4tex, imageW, imageH);
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error = cudaMemcpy2DToArray(a_Src, 0, 0, *h_Src, sizeof(uchar4) * imageW,
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sizeof(uchar4) * imageW, imageH,
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cudaMemcpyHostToDevice);
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cudaResourceDesc texRes;
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memset(&texRes, 0, sizeof(cudaResourceDesc));
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texRes.resType = cudaResourceTypeArray;
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texRes.res.array.array = a_Src;
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cudaTextureDesc texDescr;
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memset(&texDescr, 0, sizeof(cudaTextureDesc));
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texDescr.normalizedCoords = false;
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texDescr.filterMode = cudaFilterModeLinear;
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texDescr.addressMode[0] = cudaAddressModeWrap;
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texDescr.addressMode[1] = cudaAddressModeWrap;
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texDescr.readMode = cudaReadModeNormalizedFloat;
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checkCudaErrors(cudaCreateTextureObject(&texImage, &texRes, &texDescr, NULL));
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return error;
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}
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extern "C" cudaError_t CUDA_FreeArray() { return cudaFreeArray(a_Src); }
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