/* * Copyright (c) 2017, NVIDIA CORPORATION. All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ #include "cuda/vector_helpers.cuh" template __device__ inline void Subsample_Nearest(cudaTextureObject_t tex, T *dst, int dst_width, int dst_height, int dst_pitch, int src_width, int src_height, int bit_depth) { int xo = blockIdx.x * blockDim.x + threadIdx.x; int yo = blockIdx.y * blockDim.y + threadIdx.y; if (yo < dst_height && xo < dst_width) { float hscale = (float)src_width / (float)dst_width; float vscale = (float)src_height / (float)dst_height; float xi = (xo + 0.5f) * hscale; float yi = (yo + 0.5f) * vscale; dst[yo*dst_pitch+xo] = tex2D(tex, xi, yi); } } template __device__ inline void Subsample_Bilinear(cudaTextureObject_t tex, T *dst, int dst_width, int dst_height, int dst_pitch, int src_width, int src_height, int bit_depth) { int xo = blockIdx.x * blockDim.x + threadIdx.x; int yo = blockIdx.y * blockDim.y + threadIdx.y; if (yo < dst_height && xo < dst_width) { float hscale = (float)src_width / (float)dst_width; float vscale = (float)src_height / (float)dst_height; float xi = (xo + 0.5f) * hscale; float yi = (yo + 0.5f) * vscale; // 3-tap filter weights are {wh,1.0,wh} and {wv,1.0,wv} float wh = min(max(0.5f * (hscale - 1.0f), 0.0f), 1.0f); float wv = min(max(0.5f * (vscale - 1.0f), 0.0f), 1.0f); // Convert weights to two bilinear weights -> {wh,1.0,wh} -> {wh,0.5,0} + {0,0.5,wh} float dx = wh / (0.5f + wh); float dy = wv / (0.5f + wv); intT r = { 0 }; vec_set_scalar(r, 2); r += tex2D(tex, xi - dx, yi - dy); r += tex2D(tex, xi + dx, yi - dy); r += tex2D(tex, xi - dx, yi + dy); r += tex2D(tex, xi + dx, yi + dy); vec_set(dst[yo*dst_pitch+xo], r >> 2); } } extern "C" { #define NEAREST_KERNEL(T) \ __global__ void Subsample_Nearest_ ## T(cudaTextureObject_t src_tex, \ T *dst, \ int dst_width, int dst_height, int dst_pitch, \ int src_width, int src_height, \ int bit_depth) \ { \ Subsample_Nearest(src_tex, dst, \ dst_width, dst_height, dst_pitch, \ src_width, src_height, \ bit_depth); \ } NEAREST_KERNEL(uchar) NEAREST_KERNEL(uchar2) NEAREST_KERNEL(uchar4) NEAREST_KERNEL(ushort) NEAREST_KERNEL(ushort2) NEAREST_KERNEL(ushort4) #define BILINEAR_KERNEL(T) \ __global__ void Subsample_Bilinear_ ## T(cudaTextureObject_t src_tex, \ T *dst, \ int dst_width, int dst_height, int dst_pitch, \ int src_width, int src_height, \ int bit_depth) \ { \ Subsample_Bilinear(src_tex, dst, \ dst_width, dst_height, dst_pitch, \ src_width, src_height, \ bit_depth); \ } BILINEAR_KERNEL(uchar) BILINEAR_KERNEL(uchar2) BILINEAR_KERNEL(uchar4) BILINEAR_KERNEL(ushort) BILINEAR_KERNEL(ushort2) BILINEAR_KERNEL(ushort4) }