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https://github.com/NVIDIA/cuda-samples.git
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139 lines
4.9 KiB
Plaintext
139 lines
4.9 KiB
Plaintext
/* Copyright (c) 2022, 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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#ifndef _SIMPLETEXTURE3D_KERNEL_CU_
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#define _SIMPLETEXTURE3D_KERNEL_CU_
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include <helper_cuda.h>
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#include <helper_math.h>
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typedef unsigned int uint;
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typedef unsigned char uchar;
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cudaArray *d_volumeArray = 0;
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cudaTextureObject_t tex; // 3D texture
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__global__ void d_render(uint *d_output, uint imageW, uint imageH, float w,
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cudaTextureObject_t texObj) {
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uint x = __umul24(blockIdx.x, blockDim.x) + threadIdx.x;
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uint y = __umul24(blockIdx.y, blockDim.y) + threadIdx.y;
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float u = x / (float)imageW;
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float v = y / (float)imageH;
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// read from 3D texture
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float voxel = tex3D<float>(texObj, u, v, w);
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if ((x < imageW) && (y < imageH)) {
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// write output color
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uint i = __umul24(y, imageW) + x;
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d_output[i] = voxel * 255;
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}
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}
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extern "C" void setTextureFilterMode(bool bLinearFilter) {
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if (tex) {
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checkCudaErrors(cudaDestroyTextureObject(tex));
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}
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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 = d_volumeArray;
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cudaTextureDesc texDescr;
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memset(&texDescr, 0, sizeof(cudaTextureDesc));
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texDescr.normalizedCoords = true;
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texDescr.filterMode =
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bLinearFilter ? cudaFilterModeLinear : cudaFilterModePoint;
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;
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texDescr.addressMode[0] = cudaAddressModeWrap;
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texDescr.addressMode[1] = cudaAddressModeWrap;
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texDescr.addressMode[2] = cudaAddressModeWrap;
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texDescr.readMode = cudaReadModeNormalizedFloat;
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checkCudaErrors(cudaCreateTextureObject(&tex, &texRes, &texDescr, NULL));
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}
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extern "C" void initCuda(const uchar *h_volume, cudaExtent volumeSize) {
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// create 3D array
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cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc<uchar>();
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checkCudaErrors(cudaMalloc3DArray(&d_volumeArray, &channelDesc, volumeSize));
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// copy data to 3D array
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cudaMemcpy3DParms copyParams = {0};
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copyParams.srcPtr =
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make_cudaPitchedPtr((void *)h_volume, volumeSize.width * sizeof(uchar),
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volumeSize.width, volumeSize.height);
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copyParams.dstArray = d_volumeArray;
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copyParams.extent = volumeSize;
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copyParams.kind = cudaMemcpyHostToDevice;
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checkCudaErrors(cudaMemcpy3D(©Params));
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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 = d_volumeArray;
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cudaTextureDesc texDescr;
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memset(&texDescr, 0, sizeof(cudaTextureDesc));
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// access with normalized texture coordinates
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texDescr.normalizedCoords = true;
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// linear interpolation
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texDescr.filterMode = cudaFilterModeLinear;
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// wrap texture coordinates
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texDescr.addressMode[0] = cudaAddressModeWrap;
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texDescr.addressMode[1] = cudaAddressModeWrap;
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texDescr.addressMode[2] = cudaAddressModeWrap;
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texDescr.readMode = cudaReadModeNormalizedFloat;
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checkCudaErrors(cudaCreateTextureObject(&tex, &texRes, &texDescr, NULL));
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}
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extern "C" void render_kernel(dim3 gridSize, dim3 blockSize, uint *d_output,
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uint imageW, uint imageH, float w) {
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d_render<<<gridSize, blockSize>>>(d_output, imageW, imageH, w, tex);
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}
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void cleanupCuda() {
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if (tex) {
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checkCudaErrors(cudaDestroyTextureObject(tex));
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}
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if (d_volumeArray) {
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checkCudaErrors(cudaFreeArray(d_volumeArray));
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}
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}
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#endif // #ifndef _SIMPLETEXTURE3D_KERNEL_CU_
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