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56 lines
2.6 KiB
Plaintext
56 lines
2.6 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 _SIMPLETEXTURE_KERNEL_H_
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#define _SIMPLETEXTURE_KERNEL_H_
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#include <cuda.h>
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////////////////////////////////////////////////////////////////////////////////
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//! Transform an image using texture lookups
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//! @param g_odata output data in global memory
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////////////////////////////////////////////////////////////////////////////////
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extern "C" __global__ void transformKernel(float *g_odata, int width,
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int height, float theta,
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CUtexObject tex) {
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// calculate normalized texture coordinates
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unsigned int x = blockIdx.x * blockDim.x + threadIdx.x;
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unsigned int y = blockIdx.y * blockDim.y + threadIdx.y;
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float u = (float)x - (float)width / 2;
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float v = (float)y - (float)height / 2;
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float tu = u * cosf(theta) - v * sinf(theta);
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float tv = v * cosf(theta) + u * sinf(theta);
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tu /= (float)width;
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tv /= (float)height;
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// read from texture and write to global memory
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g_odata[y * width + x] = tex2D<float>(tex, tu + 0.5f, tv + 0.5f);
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}
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#endif // #ifndef _SIMPLETEXTURE_KERNEL_H_
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