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101 lines
4.3 KiB
Plaintext
101 lines
4.3 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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#include "common.h"
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///////////////////////////////////////////////////////////////////////////////
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/// \brief warp image with a given displacement field, CUDA kernel.
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/// \param[in] width image width
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/// \param[in] height image height
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/// \param[in] stride image stride
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/// \param[in] u horizontal displacement
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/// \param[in] v vertical displacement
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/// \param[out] out result
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///////////////////////////////////////////////////////////////////////////////
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__global__ void WarpingKernel(int width, int height, int stride, const float *u,
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const float *v, float *out,
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cudaTextureObject_t texToWarp) {
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const int ix = threadIdx.x + blockIdx.x * blockDim.x;
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const int iy = threadIdx.y + blockIdx.y * blockDim.y;
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const int pos = ix + iy * stride;
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if (ix >= width || iy >= height) return;
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float x = ((float)ix + u[pos] + 0.5f) / (float)width;
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float y = ((float)iy + v[pos] + 0.5f) / (float)height;
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out[pos] = tex2D<float>(texToWarp, x, y);
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}
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///////////////////////////////////////////////////////////////////////////////
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/// \brief warp image with provided vector field, CUDA kernel wrapper.
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///
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/// For each output pixel there is a vector which tells which pixel
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/// from a source image should be mapped to this particular output
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/// pixel.
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/// It is assumed that images and the vector field have the same stride and
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/// resolution.
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/// \param[in] src source image
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/// \param[in] w width
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/// \param[in] h height
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/// \param[in] s stride
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/// \param[in] u horizontal displacement
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/// \param[in] v vertical displacement
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/// \param[out] out warped image
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///////////////////////////////////////////////////////////////////////////////
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static void WarpImage(const float *src, int w, int h, int s, const float *u,
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const float *v, float *out) {
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dim3 threads(32, 6);
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dim3 blocks(iDivUp(w, threads.x), iDivUp(h, threads.y));
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cudaTextureObject_t texToWarp;
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cudaResourceDesc texRes;
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memset(&texRes, 0, sizeof(cudaResourceDesc));
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texRes.resType = cudaResourceTypePitch2D;
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texRes.res.pitch2D.devPtr = (void *)src;
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texRes.res.pitch2D.desc = cudaCreateChannelDesc<float>();
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texRes.res.pitch2D.width = w;
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texRes.res.pitch2D.height = h;
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texRes.res.pitch2D.pitchInBytes = s * sizeof(float);
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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 = cudaFilterModeLinear;
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texDescr.addressMode[0] = cudaAddressModeMirror;
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texDescr.addressMode[1] = cudaAddressModeMirror;
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texDescr.readMode = cudaReadModeElementType;
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checkCudaErrors(
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cudaCreateTextureObject(&texToWarp, &texRes, &texDescr, NULL));
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WarpingKernel<<<blocks, threads>>>(w, h, s, u, v, out, texToWarp);
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}
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