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texture_cube.cu
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/* Copyright (c) 2021, 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.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#define PI 3.1415926536f
/*
* Paint a 2D surface with a moving bulls-eye pattern. The "face" parameter
* selects between 6 different colors to use. We will use a different color on
* each face of a cube map.
*/
__global__ void cuda_kernel_texture_cube(char *surface, int width, int height,
size_t pitch, int face, float t) {
int x = blockIdx.x * blockDim.x + threadIdx.x;
int y = blockIdx.y * blockDim.y + threadIdx.y;
unsigned char *pixel;
// in the case where, due to quantization into grids, we have
// more threads than pixels, skip the threads which don't
// correspond to valid pixels
if (x >= width || y >= height) return;
// get a pointer to this pixel
pixel = (unsigned char *)(surface + y * pitch) + 4 * x;
// populate it
float theta_x = (2.0f * x) / width - 1.0f;
float theta_y = (2.0f * y) / height - 1.0f;
float theta = 2.0f * PI * sqrt(theta_x * theta_x + theta_y * theta_y);
unsigned char value = 255 * (0.6f + 0.4f * cos(theta + t));
pixel[3] = 255; // alpha
if (face % 2) {
pixel[0] = // blue
pixel[1] = // green
pixel[2] = 0; // red
pixel[face / 2] = value;
} else {
pixel[0] = // blue
pixel[1] = // green
pixel[2] = value; // red
pixel[face / 2] = 0;
}
}
extern "C" void cuda_texture_cube(void *surface, int width, int height,
size_t pitch, int face, float t) {
cudaError_t error = cudaSuccess;
dim3 Db = dim3(16, 16); // block dimensions are fixed to be 256 threads
dim3 Dg = dim3((width + Db.x - 1) / Db.x, (height + Db.y - 1) / Db.y);
cuda_kernel_texture_cube<<<Dg, Db>>>((char *)surface, width, height, pitch,
face, t);
error = cudaGetLastError();
if (error != cudaSuccess) {
printf("cuda_kernel_texture_cube() failed to launch error = %d\n", error);
}
}