91 lines
4.0 KiB
C

/* 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.
*/
#ifndef CONVOLUTIONFFT2D_COMMON_H
#define CONVOLUTIONFFT2D_COMMON_H
typedef unsigned int uint;
#ifdef __CUDACC__
typedef float2 fComplex;
#else
typedef struct
{
float x;
float y;
} fComplex;
#endif
////////////////////////////////////////////////////////////////////////////////
// Helper functions
////////////////////////////////////////////////////////////////////////////////
// Round a / b to nearest higher integer value
inline int iDivUp(int a, int b) { return (a % b != 0) ? (a / b + 1) : (a / b); }
// Align a to nearest higher multiple of b
inline int iAlignUp(int a, int b) { return (a % b != 0) ? (a - a % b + b) : a; }
extern "C" void convolutionClampToBorderCPU(float *h_Result,
float *h_Data,
float *h_Kernel,
int dataH,
int dataW,
int kernelH,
int kernelW,
int kernelY,
int kernelX);
extern "C" void padKernel(float *d_PaddedKernel,
float *d_Kernel,
int fftH,
int fftW,
int kernelH,
int kernelW,
int kernelY,
int kernelX);
extern "C" void padDataClampToBorder(float *d_PaddedData,
float *d_Data,
int fftH,
int fftW,
int dataH,
int dataW,
int kernelH,
int kernelW,
int kernelY,
int kernelX);
extern "C" void modulateAndNormalize(fComplex *d_Dst, fComplex *d_Src, int fftH, int fftW, int padding);
extern "C" void spPostprocess2D(void *d_Dst, void *d_Src, uint DY, uint DX, uint padding, int dir);
extern "C" void spPreprocess2D(void *d_Dst, void *d_Src, uint DY, uint DX, uint padding, int dir);
extern "C" void spProcess2D(void *d_Data, void *d_Data0, void *d_Kernel0, uint DY, uint DX, int dir);
#endif // CONVOLUTIONFFT2D_COMMON_H