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simpleTexture3D_kernel.cu
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simpleTexture3D_kernel.cu
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/* 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 _SIMPLETEXTURE3D_KERNEL_CU_
#define _SIMPLETEXTURE3D_KERNEL_CU_
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <helper_cuda.h>
#include <helper_math.h>
typedef unsigned int uint;
typedef unsigned char uchar;
cudaArray *d_volumeArray = 0;
cudaTextureObject_t tex; // 3D texture
__global__ void d_render(uint *d_output, uint imageW, uint imageH, float w,
cudaTextureObject_t texObj) {
uint x = __umul24(blockIdx.x, blockDim.x) + threadIdx.x;
uint y = __umul24(blockIdx.y, blockDim.y) + threadIdx.y;
float u = x / (float)imageW;
float v = y / (float)imageH;
// read from 3D texture
float voxel = tex3D<float>(texObj, u, v, w);
if ((x < imageW) && (y < imageH)) {
// write output color
uint i = __umul24(y, imageW) + x;
d_output[i] = voxel * 255;
}
}
extern "C" void setTextureFilterMode(bool bLinearFilter) {
if (tex) {
checkCudaErrors(cudaDestroyTextureObject(tex));
}
cudaResourceDesc texRes;
memset(&texRes, 0, sizeof(cudaResourceDesc));
texRes.resType = cudaResourceTypeArray;
texRes.res.array.array = d_volumeArray;
cudaTextureDesc texDescr;
memset(&texDescr, 0, sizeof(cudaTextureDesc));
texDescr.normalizedCoords = true;
texDescr.filterMode =
bLinearFilter ? cudaFilterModeLinear : cudaFilterModePoint;
;
texDescr.addressMode[0] = cudaAddressModeWrap;
texDescr.addressMode[1] = cudaAddressModeWrap;
texDescr.addressMode[2] = cudaAddressModeWrap;
texDescr.readMode = cudaReadModeNormalizedFloat;
checkCudaErrors(cudaCreateTextureObject(&tex, &texRes, &texDescr, NULL));
}
extern "C" void initCuda(const uchar *h_volume, cudaExtent volumeSize) {
// create 3D array
cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc<uchar>();
checkCudaErrors(cudaMalloc3DArray(&d_volumeArray, &channelDesc, volumeSize));
// copy data to 3D array
cudaMemcpy3DParms copyParams = {0};
copyParams.srcPtr =
make_cudaPitchedPtr((void *)h_volume, volumeSize.width * sizeof(uchar),
volumeSize.width, volumeSize.height);
copyParams.dstArray = d_volumeArray;
copyParams.extent = volumeSize;
copyParams.kind = cudaMemcpyHostToDevice;
checkCudaErrors(cudaMemcpy3D(©Params));
cudaResourceDesc texRes;
memset(&texRes, 0, sizeof(cudaResourceDesc));
texRes.resType = cudaResourceTypeArray;
texRes.res.array.array = d_volumeArray;
cudaTextureDesc texDescr;
memset(&texDescr, 0, sizeof(cudaTextureDesc));
// access with normalized texture coordinates
texDescr.normalizedCoords = true;
// linear interpolation
texDescr.filterMode = cudaFilterModeLinear;
// wrap texture coordinates
texDescr.addressMode[0] = cudaAddressModeWrap;
texDescr.addressMode[1] = cudaAddressModeWrap;
texDescr.addressMode[2] = cudaAddressModeWrap;
texDescr.readMode = cudaReadModeNormalizedFloat;
checkCudaErrors(cudaCreateTextureObject(&tex, &texRes, &texDescr, NULL));
}
extern "C" void render_kernel(dim3 gridSize, dim3 blockSize, uint *d_output,
uint imageW, uint imageH, float w) {
d_render<<<gridSize, blockSize>>>(d_output, imageW, imageH, w, tex);
}
void cleanupCuda() {
if (tex) {
checkCudaErrors(cudaDestroyTextureObject(tex));
}
if (d_volumeArray) {
checkCudaErrors(cudaFreeArray(d_volumeArray));
}
}
#endif // #ifndef _SIMPLETEXTURE3D_KERNEL_CU_