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328 lines
12 KiB
Plaintext
328 lines
12 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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/*
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Bicubic filtering
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See GPU Gems 2: "Fast Third-Order Texture Filtering", Sigg & Hadwiger
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https://developer.nvidia.com/gpugems/gpugems2/part-iii-high-quality-rendering/chapter-20-fast-third-order-texture-filtering
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Reformulation thanks to Keenan Crane
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*/
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#ifndef _BICUBICTEXTURE_KERNEL_CUH_
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#define _BICUBICTEXTURE_KERNEL_CUH_
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enum Mode {
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MODE_NEAREST,
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MODE_BILINEAR,
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MODE_BICUBIC,
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MODE_FAST_BICUBIC,
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MODE_CATROM
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};
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cudaTextureObject_t texObjPoint, texObjLinear;
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// w0, w1, w2, and w3 are the four cubic B-spline basis functions
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__host__ __device__ float w0(float a) {
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// return (1.0f/6.0f)*(-a*a*a + 3.0f*a*a - 3.0f*a + 1.0f);
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return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f); // optimized
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}
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__host__ __device__ float w1(float a) {
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// return (1.0f/6.0f)*(3.0f*a*a*a - 6.0f*a*a + 4.0f);
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return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f);
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}
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__host__ __device__ float w2(float a) {
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// return (1.0f/6.0f)*(-3.0f*a*a*a + 3.0f*a*a + 3.0f*a + 1.0f);
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return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f);
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}
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__host__ __device__ float w3(float a) { return (1.0f / 6.0f) * (a * a * a); }
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// g0 and g1 are the two amplitude functions
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__device__ float g0(float a) { return w0(a) + w1(a); }
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__device__ float g1(float a) { return w2(a) + w3(a); }
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// h0 and h1 are the two offset functions
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__device__ float h0(float a) {
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// note +0.5 offset to compensate for CUDA linear filtering convention
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return -1.0f + w1(a) / (w0(a) + w1(a)) + 0.5f;
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}
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__device__ float h1(float a) { return 1.0f + w3(a) / (w2(a) + w3(a)) + 0.5f; }
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// filter 4 values using cubic splines
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template <class T>
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__device__ T cubicFilter(float x, T c0, T c1, T c2, T c3) {
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T r;
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r = c0 * w0(x);
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r += c1 * w1(x);
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r += c2 * w2(x);
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r += c3 * w3(x);
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return r;
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}
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// slow but precise bicubic lookup using 16 texture lookups
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template <class T, class R> // texture data type, return type
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__device__ R tex2DBicubic(const cudaTextureObject_t tex, float x, float y) {
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x -= 0.5f;
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y -= 0.5f;
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float px = floorf(x);
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float py = floorf(y);
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float fx = x - px;
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float fy = y - py;
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return cubicFilter<R>(
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fy, cubicFilter<R>(
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fx, tex2D<R>(tex, px - 1, py - 1), tex2D<R>(tex, px, py - 1),
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tex2D<R>(tex, px + 1, py - 1), tex2D<R>(tex, px + 2, py - 1)),
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cubicFilter<R>(fx, tex2D<R>(tex, px - 1, py), tex2D<R>(tex, px, py),
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tex2D<R>(tex, px + 1, py), tex2D<R>(tex, px + 2, py)),
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cubicFilter<R>(fx, tex2D<R>(tex, px - 1, py + 1),
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tex2D<R>(tex, px, py + 1), tex2D<R>(tex, px + 1, py + 1),
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tex2D<R>(tex, px + 2, py + 1)),
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cubicFilter<R>(fx, tex2D<R>(tex, px - 1, py + 2),
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tex2D<R>(tex, px, py + 2), tex2D<R>(tex, px + 1, py + 2),
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tex2D<R>(tex, px + 2, py + 2)));
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}
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// fast bicubic texture lookup using 4 bilinear lookups
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// assumes texture is set to non-normalized coordinates, point sampling
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template <class T, class R> // texture data type, return type
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__device__ R tex2DFastBicubic(const cudaTextureObject_t tex, float x, float y) {
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x -= 0.5f;
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y -= 0.5f;
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float px = floorf(x);
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float py = floorf(y);
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float fx = x - px;
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float fy = y - py;
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// note: we could store these functions in a lookup table texture, but maths
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// is cheap
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float g0x = g0(fx);
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float g1x = g1(fx);
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float h0x = h0(fx);
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float h1x = h1(fx);
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float h0y = h0(fy);
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float h1y = h1(fy);
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R r = g0(fy) * (g0x * tex2D<R>(tex, px + h0x, py + h0y) +
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g1x * tex2D<R>(tex, px + h1x, py + h0y)) +
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g1(fy) * (g0x * tex2D<R>(tex, px + h0x, py + h1y) +
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g1x * tex2D<R>(tex, px + h1x, py + h1y));
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return r;
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}
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// higher-precision 2D bilinear lookup
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template <class T, class R> // texture data type, return type
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__device__ R tex2DBilinear(const cudaTextureObject_t tex, float x, float y) {
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x -= 0.5f;
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y -= 0.5f;
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float px = floorf(x); // integer position
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float py = floorf(y);
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float fx = x - px; // fractional position
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float fy = y - py;
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px += 0.5f;
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py += 0.5f;
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return lerp(lerp(tex2D<R>(tex, px, py), tex2D<R>(tex, px + 1.0f, py), fx),
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lerp(tex2D<R>(tex, px, py + 1.0f),
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tex2D<R>(tex, px + 1.0f, py + 1.0f), fx),
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fy);
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}
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#if !defined(__CUDA_ARCH__) || __CUDA_ARCH__ >= 200
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/*
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bilinear 2D texture lookup using tex2Dgather function
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- tex2Dgather() returns the four neighbouring samples in a single texture
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lookup
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- it is only supported on the Fermi architecture
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- you can select which component to fetch using the "comp" parameter
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- it can be used to efficiently implement custom texture filters
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The samples are returned in a 4-vector in the following order:
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x: (0, 1)
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y: (1, 1)
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z: (1, 0)
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w: (0, 0)
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*/
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template <class T, class R> // texture data type, return type
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__device__ float tex2DBilinearGather(const cudaTextureObject_t tex, float x,
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float y, int comp = 0) {
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x -= 0.5f;
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y -= 0.5f;
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float px = floorf(x); // integer position
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float py = floorf(y);
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float fx = x - px; // fractional position
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float fy = y - py;
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R samples = tex2Dgather<R>(tex, px + 0.5f, py + 0.5f, comp);
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return lerp(lerp((float)samples.w, (float)samples.z, fx),
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lerp((float)samples.x, (float)samples.y, fx), fy);
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}
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#endif
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// Catmull-Rom interpolation
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__host__ __device__ float catrom_w0(float a) {
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// return -0.5f*a + a*a - 0.5f*a*a*a;
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return a * (-0.5f + a * (1.0f - 0.5f * a));
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}
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__host__ __device__ float catrom_w1(float a) {
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// return 1.0f - 2.5f*a*a + 1.5f*a*a*a;
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return 1.0f + a * a * (-2.5f + 1.5f * a);
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}
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__host__ __device__ float catrom_w2(float a) {
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// return 0.5f*a + 2.0f*a*a - 1.5f*a*a*a;
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return a * (0.5f + a * (2.0f - 1.5f * a));
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}
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__host__ __device__ float catrom_w3(float a) {
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// return -0.5f*a*a + 0.5f*a*a*a;
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return a * a * (-0.5f + 0.5f * a);
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}
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template <class T>
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__device__ T catRomFilter(float x, T c0, T c1, T c2, T c3) {
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T r;
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r = c0 * catrom_w0(x);
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r += c1 * catrom_w1(x);
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r += c2 * catrom_w2(x);
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r += c3 * catrom_w3(x);
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return r;
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}
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// Note - can't use bilinear trick here because of negative lobes
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template <class T, class R> // texture data type, return type
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__device__ R tex2DCatRom(const cudaTextureObject_t tex, float x, float y) {
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x -= 0.5f;
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y -= 0.5f;
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float px = floorf(x);
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float py = floorf(y);
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float fx = x - px;
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float fy = y - py;
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return catRomFilter<R>(
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fy, catRomFilter<R>(
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fx, tex2D<R>(tex, px - 1, py - 1), tex2D<R>(tex, px, py - 1),
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tex2D<R>(tex, px + 1, py - 1), tex2D<R>(tex, px + 2, py - 1)),
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catRomFilter<R>(fx, tex2D<R>(tex, px - 1, py), tex2D<R>(tex, px, py),
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tex2D<R>(tex, px + 1, py), tex2D<R>(tex, px + 2, py)),
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catRomFilter<R>(fx, tex2D<R>(tex, px - 1, py + 1),
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tex2D<R>(tex, px, py + 1), tex2D<R>(tex, px + 1, py + 1),
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tex2D<R>(tex, px + 2, py + 1)),
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catRomFilter<R>(fx, tex2D<R>(tex, px - 1, py + 2),
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tex2D<R>(tex, px, py + 2), tex2D<R>(tex, px + 1, py + 2),
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tex2D<R>(tex, px + 2, py + 2)));
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}
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// test functions
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// render image using normal bilinear texture lookup
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__global__ void d_render(uchar4 *d_output, uint width, uint height, float tx,
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float ty, float scale, float cx, float cy,
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cudaTextureObject_t texObj) {
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uint x = __umul24(blockIdx.x, blockDim.x) + threadIdx.x;
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uint y = __umul24(blockIdx.y, blockDim.y) + threadIdx.y;
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uint i = __umul24(y, width) + x;
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float u = (x - cx) * scale + cx + tx;
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float v = (y - cy) * scale + cy + ty;
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if ((x < width) && (y < height)) {
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// write output color
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float c = tex2D<float>(texObj, u, v);
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// float c = tex2DBilinear<uchar, float>(tex, u, v);
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// float c = tex2DBilinearGather<uchar, uchar4>(tex2, u, v, 0) / 255.0f;
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d_output[i] = make_uchar4(c * 0xff, c * 0xff, c * 0xff, 0);
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}
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}
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// render image using bicubic texture lookup
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__global__ void d_renderBicubic(uchar4 *d_output, uint width, uint height,
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float tx, float ty, float scale, float cx,
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float cy, cudaTextureObject_t texObj) {
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uint x = __umul24(blockIdx.x, blockDim.x) + threadIdx.x;
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uint y = __umul24(blockIdx.y, blockDim.y) + threadIdx.y;
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uint i = __umul24(y, width) + x;
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float u = (x - cx) * scale + cx + tx;
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float v = (y - cy) * scale + cy + ty;
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if ((x < width) && (y < height)) {
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// write output color
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float c = tex2DBicubic<uchar, float>(texObj, u, v);
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d_output[i] = make_uchar4(c * 0xff, c * 0xff, c * 0xff, 0);
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}
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}
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// render image using fast bicubic texture lookup
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__global__ void d_renderFastBicubic(uchar4 *d_output, uint width, uint height,
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float tx, float ty, float scale, float cx,
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float cy, cudaTextureObject_t texObj) {
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uint x = __umul24(blockIdx.x, blockDim.x) + threadIdx.x;
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uint y = __umul24(blockIdx.y, blockDim.y) + threadIdx.y;
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uint i = __umul24(y, width) + x;
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float u = (x - cx) * scale + cx + tx;
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float v = (y - cy) * scale + cy + ty;
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if ((x < width) && (y < height)) {
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// write output color
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float c = tex2DFastBicubic<uchar, float>(texObj, u, v);
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d_output[i] = make_uchar4(c * 0xff, c * 0xff, c * 0xff, 0);
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}
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}
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// render image using Catmull-Rom texture lookup
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__global__ void d_renderCatRom(uchar4 *d_output, uint width, uint height,
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float tx, float ty, float scale, float cx,
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float cy, cudaTextureObject_t texObj) {
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uint x = __umul24(blockIdx.x, blockDim.x) + threadIdx.x;
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uint y = __umul24(blockIdx.y, blockDim.y) + threadIdx.y;
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uint i = __umul24(y, width) + x;
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float u = (x - cx) * scale + cx + tx;
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float v = (y - cy) * scale + cy + ty;
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if ((x < width) && (y < height)) {
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// write output color
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float c = tex2DCatRom<uchar, float>(texObj, u, v);
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d_output[i] = make_uchar4(c * 0xff, c * 0xff, c * 0xff, 0);
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}
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}
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#endif // _BICUBICTEXTURE_KERNEL_CUH_
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