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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.
*/
/*
* This sample demonstrates how to use texture fetches from layered 2D textures
* in CUDA C
*
* This sample first generates a 3D input data array for the layered texture
* and the expected output. Then it starts CUDA C kernels, one for each layer,
* which fetch their layer's texture data (using normalized texture coordinates)
* transform it to the expected output, and write it to a 3D output data array.
*/
// includes, system
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
// includes, kernels
#include <cuda_runtime.h>
// includes, project
#include <helper_cuda.h>
#include <helper_functions.h> // helper for shared that are common to CUDA Samples
static const char *sSDKname = "simpleLayeredTexture";
////////////////////////////////////////////////////////////////////////////////
//! Transform a layer of a layered 2D texture using texture lookups
//! @param g_odata output data in global memory
////////////////////////////////////////////////////////////////////////////////
__global__ void transformKernel(float *g_odata, int width, int height,
int layer, cudaTextureObject_t tex) {
// calculate this thread's data point
unsigned int x = blockIdx.x * blockDim.x + threadIdx.x;
unsigned int y = blockIdx.y * blockDim.y + threadIdx.y;
// 0.5f offset and division are necessary to access the original data points
// in the texture (such that bilinear interpolation will not be activated).
// For details, see also CUDA Programming Guide, Appendix D
float u = (x + 0.5f) / (float)width;
float v = (y + 0.5f) / (float)height;
// read from texture, do expected transformation and write to global memory
g_odata[layer * width * height + y * width + x] =
-tex2DLayered<float>(tex, u, v, layer) + layer;
}
////////////////////////////////////////////////////////////////////////////////
// Program main
////////////////////////////////////////////////////////////////////////////////
int main(int argc, char **argv) {
printf("[%s] - Starting...\n", sSDKname);
// use command-line specified CUDA device, otherwise use device with highest
// Gflops/s
int devID = findCudaDevice(argc, (const char **)argv);
bool bResult = true;
// get number of SMs on this GPU
cudaDeviceProp deviceProps;
checkCudaErrors(cudaGetDeviceProperties(&deviceProps, devID));
printf("CUDA device [%s] has %d Multi-Processors ", deviceProps.name,
deviceProps.multiProcessorCount);
printf("SM %d.%d\n", deviceProps.major, deviceProps.minor);
// generate input data for layered texture
unsigned int width = 512, height = 512, num_layers = 5;
unsigned int size = width * height * num_layers * sizeof(float);
float *h_data = (float *)malloc(size);
for (unsigned int layer = 0; layer < num_layers; layer++)
for (int i = 0; i < (int)(width * height); i++) {
h_data[layer * width * height + i] = (float)i;
}
// this is the expected transformation of the input data (the expected output)
float *h_data_ref = (float *)malloc(size);
for (unsigned int layer = 0; layer < num_layers; layer++)
for (int i = 0; i < (int)(width * height); i++) {
h_data_ref[layer * width * height + i] =
-h_data[layer * width * height + i] + layer;
}
// allocate device memory for result
float *d_data = NULL;
checkCudaErrors(cudaMalloc((void **)&d_data, size));
// allocate array and copy image data
cudaChannelFormatDesc channelDesc =
cudaCreateChannelDesc(32, 0, 0, 0, cudaChannelFormatKindFloat);
cudaArray *cu_3darray;
checkCudaErrors(cudaMalloc3DArray(&cu_3darray, &channelDesc,
make_cudaExtent(width, height, num_layers),
cudaArrayLayered));
cudaMemcpy3DParms myparms = {0};
myparms.srcPos = make_cudaPos(0, 0, 0);
myparms.dstPos = make_cudaPos(0, 0, 0);
myparms.srcPtr =
make_cudaPitchedPtr(h_data, width * sizeof(float), width, height);
myparms.dstArray = cu_3darray;
myparms.extent = make_cudaExtent(width, height, num_layers);
myparms.kind = cudaMemcpyHostToDevice;
checkCudaErrors(cudaMemcpy3D(&myparms));
cudaTextureObject_t tex;
cudaResourceDesc texRes;
memset(&texRes, 0, sizeof(cudaResourceDesc));
texRes.resType = cudaResourceTypeArray;
texRes.res.array.array = cu_3darray;
cudaTextureDesc texDescr;
memset(&texDescr, 0, sizeof(cudaTextureDesc));
texDescr.normalizedCoords = true;
texDescr.filterMode = cudaFilterModeLinear;
texDescr.addressMode[0] = cudaAddressModeWrap;
texDescr.addressMode[1] = cudaAddressModeWrap;
texDescr.readMode = cudaReadModeElementType;
checkCudaErrors(cudaCreateTextureObject(&tex, &texRes, &texDescr, NULL));
dim3 dimBlock(8, 8, 1);
dim3 dimGrid(width / dimBlock.x, height / dimBlock.y, 1);
printf(
"Covering 2D data array of %d x %d: Grid size is %d x %d, each block has "
"8 x 8 threads\n",
width, height, dimGrid.x, dimGrid.y);
transformKernel<<<dimGrid, dimBlock>>>(d_data, width, height, 0,
tex); // warmup (for better timing)
// check if kernel execution generated an error
getLastCudaError("warmup Kernel execution failed");
checkCudaErrors(cudaDeviceSynchronize());
StopWatchInterface *timer = NULL;
sdkCreateTimer(&timer);
sdkStartTimer(&timer);
// execute the kernel
for (unsigned int layer = 0; layer < num_layers; layer++)
transformKernel<<<dimGrid, dimBlock, 0>>>(d_data, width, height, layer,
tex);
// check if kernel execution generated an error
getLastCudaError("Kernel execution failed");
checkCudaErrors(cudaDeviceSynchronize());
sdkStopTimer(&timer);
printf("Processing time: %.3f msec\n", sdkGetTimerValue(&timer));
printf("%.2f Mtexlookups/sec\n",
(width * height * num_layers / (sdkGetTimerValue(&timer) / 1000.0f) /
1e6));
sdkDeleteTimer(&timer);
// allocate mem for the result on host side
float *h_odata = (float *)malloc(size);
// copy result from device to host
checkCudaErrors(cudaMemcpy(h_odata, d_data, size, cudaMemcpyDeviceToHost));
// write regression file if necessary
if (checkCmdLineFlag(argc, (const char **)argv, "regression")) {
// write file for regression test
sdkWriteFile<float>("./data/regression.dat", h_odata, width * height, 0.0f,
false);
} else {
printf("Comparing kernel output to expected data\n");
#define MIN_EPSILON_ERROR 5e-3f
bResult = compareData(h_odata, h_data_ref, width * height * num_layers,
MIN_EPSILON_ERROR, 0.0f);
}
// cleanup memory
free(h_data);
free(h_data_ref);
free(h_odata);
checkCudaErrors(cudaDestroyTextureObject(tex));
checkCudaErrors(cudaFree(d_data));
checkCudaErrors(cudaFreeArray(cu_3darray));
exit(bResult ? EXIT_SUCCESS : EXIT_FAILURE);
}
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