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79 lines
3.5 KiB
Plaintext
79 lines
3.5 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 <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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/*
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* Paint a 3D texture with a gradient in X (blue) and Z (green), and have every
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* other Z slice have full red.
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*/
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__global__ void cuda_kernel_texture_3d(unsigned char *surface, int width,
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int height, int depth, size_t pitch,
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size_t pitchSlice, float t) {
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int x = blockIdx.x * blockDim.x + threadIdx.x;
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int y = blockIdx.y * blockDim.y + threadIdx.y;
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// in the case where, due to quantization into grids, we have
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// more threads than pixels, skip the threads which don't
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// correspond to valid pixels
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if (x >= width || y >= height) return;
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// walk across the Z slices of this texture. it should be noted that
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// this is far from optimal data access.
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for (int z = 0; z < depth; ++z) {
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// get a pointer to this pixel
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unsigned char *pixel = surface + z * pitchSlice + y * pitch + 4 * x;
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pixel[0] =
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(unsigned char)(255.f * (0.5f + 0.5f *
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cos(t + (x * x + y * y + z * z) * 0.0001f * 3.14f))); // red
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pixel[1] =
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(unsigned char)(255.f * (0.5f + 0.5f *
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sin(t + (x * x + y * y + z * z) * 0.0001f * 3.14f))); // green
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pixel[2] = (unsigned char)0; // blue
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pixel[3] = 255; // alpha
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}
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}
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extern "C" void cuda_texture_3d(void *surface, int width, int height, int depth,
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size_t pitch, size_t pitchSlice, float t) {
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cudaError_t error = cudaSuccess;
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dim3 Db = dim3(16, 16); // block dimensions are fixed to be 256 threads
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dim3 Dg = dim3((width + Db.x - 1) / Db.x, (height + Db.y - 1) / Db.y);
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cuda_kernel_texture_3d<<<Dg, Db>>>((unsigned char *)surface, width, height,
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depth, pitch, pitchSlice, t);
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error = cudaGetLastError();
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if (error != cudaSuccess) {
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printf("cuda_kernel_texture_3d() failed to launch error = %d\n", error);
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}
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}
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