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/*
* 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<typename T>
__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<T>(tex, xi, yi);
}
}
template<typename T>
__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<T>(tex, xi - dx, yi - dy);
r += tex2D<T>(tex, xi + dx, yi - dy);
r += tex2D<T>(tex, xi - dx, yi + dy);
r += tex2D<T>(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<T>(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<T>(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)
}