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92 lines
3.5 KiB
Plaintext
92 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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#define PI 3.1415926536f
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/*
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* Paint a 2D surface with a moving bulls-eye pattern. The "face" parameter
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* selects
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* between 6 different colors to use. We will use a different color on each
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* face of a
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* cube map.
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*/
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__global__ void cuda_kernel_texture_cube(char *surface, int width, int height,
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size_t pitch, int face, 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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unsigned char *pixel;
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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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// get a pointer to this pixel
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pixel = (unsigned char *)(surface + y * pitch) + 4 * x;
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// populate it
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float theta_x = (2.0f * x) / width - 1.0f;
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float theta_y = (2.0f * y) / height - 1.0f;
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float theta = 2.0f * PI * sqrt(theta_x * theta_x + theta_y * theta_y);
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unsigned char value = 255 * (0.6f + 0.4f * cos(theta + t));
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pixel[3] = 255; // alpha
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if (face % 2) {
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pixel[0] = // blue
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pixel[1] = // green
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pixel[2] = 0.5; // red
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pixel[face / 2] = value;
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} else {
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pixel[0] = // blue
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pixel[1] = // green
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pixel[2] = value; // red
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pixel[face / 2] = 0.5;
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}
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}
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extern "C" void cuda_texture_cube(void *surface, int width, int height,
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size_t pitch, int face, 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_cube<<<Dg, Db>>>((char *)surface, width, height, pitch,
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face, t);
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error = cudaGetLastError();
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if (error != cudaSuccess) {
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printf("cuda_kernel_texture_cube() failed to launch error = %d\n", error);
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}
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}
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