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Texture.cpp
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Texture.cpp
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/*
* Copyright (c) 2013-2020, 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 "shaders/app_config.h"
#include "shaders/vector_math.h"
#include "inc/Texture.h"
#include "inc/CheckMacros.h"
#include <algorithm>
#include <cstring>
#include <iostream>
#include <limits>
#include "inc/MyAssert.h"
// The ENC_RED|GREEN|BLUE|ALPHA|LUM codes define from which source channel is read when writing R, G, B, A or L.
static unsigned int determineHostEncoding(int format, int type) // format and type are DevIL defines..
{
unsigned int encoding;
switch (format)
{
case IL_RGB:
encoding = ENC_RED_0 | ENC_GREEN_1 | ENC_BLUE_2 | ENC_ALPHA_NONE | ENC_LUM_NONE | ENC_CHANNELS_3;
break;
case IL_RGBA:
encoding = ENC_RED_0 | ENC_GREEN_1 | ENC_BLUE_2 | ENC_ALPHA_3 | ENC_LUM_NONE | ENC_CHANNELS_4;
break;
case IL_BGR:
encoding = ENC_RED_2 | ENC_GREEN_1 | ENC_BLUE_0 | ENC_ALPHA_NONE | ENC_LUM_NONE | ENC_CHANNELS_3;
break;
case IL_BGRA:
encoding = ENC_RED_2 | ENC_GREEN_1 | ENC_BLUE_0 | ENC_ALPHA_3 | ENC_LUM_NONE | ENC_CHANNELS_4;
break;
case IL_LUMINANCE:
// encoding = ENC_RED_NONE | ENC_GREEN_NONE | ENC_BLUE_NONE | ENC_ALPHA_NONE | ENC_LUM_0 | ENC_CHANNELS_1;
encoding = ENC_RED_0 | ENC_GREEN_0 | ENC_BLUE_0 | ENC_ALPHA_NONE | ENC_LUM_NONE | ENC_CHANNELS_1; // Source RGB from L to expand to (L, L, L, 1).
break;
case IL_ALPHA:
encoding = ENC_RED_NONE | ENC_GREEN_NONE | ENC_BLUE_NONE | ENC_ALPHA_0 | ENC_LUM_NONE | ENC_CHANNELS_1;
break;
case IL_LUMINANCE_ALPHA:
// encoding = ENC_RED_NONE | ENC_GREEN_NONE | ENC_BLUE_NONE | ENC_ALPHA_1 | ENC_LUM_0 | ENC_CHANNELS_2;
encoding = ENC_RED_0 | ENC_GREEN_0 | ENC_BLUE_0 | ENC_ALPHA_1 | ENC_LUM_NONE | ENC_CHANNELS_2; // Source RGB from L to expand to (L, L, L, A).
break;
default:
MY_ASSERT(!"Unsupported user pixel format.");
encoding = ENC_RED_NONE | ENC_GREEN_NONE | ENC_BLUE_NONE | ENC_ALPHA_NONE | ENC_LUM_NONE | ENC_INVALID; // Error! Invalid encoding.
break;
}
switch (type)
{
case IL_UNSIGNED_BYTE:
encoding |= ENC_TYPE_UNSIGNED_CHAR;
break;
case IL_UNSIGNED_SHORT:
encoding |= ENC_TYPE_UNSIGNED_SHORT;
break;
case IL_UNSIGNED_INT:
encoding |= ENC_TYPE_UNSIGNED_INT;
break;
case IL_BYTE:
encoding |= ENC_TYPE_CHAR;
break;
case IL_SHORT:
encoding |= ENC_TYPE_SHORT;
break;
case IL_INT:
encoding |= ENC_TYPE_INT;
break;
case IL_FLOAT:
encoding |= ENC_TYPE_FLOAT;
break;
default:
MY_ASSERT(!"Unsupported user data format.");
encoding |= ENC_INVALID; // Error! Invalid encoding.
break;
}
return encoding;
}
// For OpenGL interop these formats are supported by CUDA according to the current manual on cudaGraphicsGLRegisterImage:
// GL_RED, GL_RG, GL_RGBA, GL_LUMINANCE, GL_ALPHA, GL_LUMINANCE_ALPHA, GL_INTENSITY
// {GL_R, GL_RG, GL_RGBA} x {8, 16, 16F, 32F, 8UI, 16UI, 32UI, 8I, 16I, 32I}
// {GL_LUMINANCE, GL_ALPHA, GL_LUMINANCE_ALPHA, GL_INTENSITY} x {8, 16, 16F_ARB, 32F_ARB, 8UI_EXT, 16UI_EXT, 32UI_EXT, 8I_EXT, 16I_EXT, 32I_EXT}
// The following mapping is done for host textures. RGB formats will be expanded to RGBA.
// DAR While single and dual channel textures can easily be uploaded, the texture doesn't know what the destination format actually is,
// that is, a LUMINANCE_ALPHA texture returns the luminance in the red channel and the alpha in the green channel.
// That doesn't work the same way as OpenGL which copies luminance to all three RGB channels automatically.
// DAR DEBUG Check how the tex*<>(obj, ...) templates react when asking for more data than in the texture.
static unsigned int determineDeviceEncoding(int format, int type) // format and type are DevIL defines.
{
unsigned int encoding;
switch (format)
{
case IL_RGB:
case IL_BGR:
encoding = ENC_RED_0 | ENC_GREEN_1 | ENC_BLUE_2 | ENC_ALPHA_3 | ENC_LUM_NONE | ENC_CHANNELS_4 | ENC_ALPHA_ONE; // (R, G, B, 1)
break;
case IL_RGBA:
case IL_BGRA:
encoding = ENC_RED_0 | ENC_GREEN_1 | ENC_BLUE_2 | ENC_ALPHA_3 | ENC_LUM_NONE | ENC_CHANNELS_4; // (R, G, B, A)
break;
case IL_LUMINANCE:
//encoding = ENC_RED_NONE | ENC_GREEN_NONE | ENC_BLUE_NONE | ENC_ALPHA_NONE | ENC_LUM_0 | ENC_CHANNELS_1; // L in R
encoding = ENC_RED_0 | ENC_GREEN_1 | ENC_BLUE_2 | ENC_ALPHA_3 | ENC_LUM_NONE | ENC_CHANNELS_4 | ENC_ALPHA_ONE; // Expands to (L, L, L, 1)
break;
case IL_ALPHA:
//encoding = ENC_RED_NONE | ENC_GREEN_NONE | ENC_BLUE_NONE | ENC_ALPHA_0 | ENC_LUM_NONE | ENC_CHANNELS_1; // A in R
encoding = ENC_RED_0 | ENC_GREEN_1 | ENC_BLUE_2 | ENC_ALPHA_3 | ENC_LUM_NONE | ENC_CHANNELS_4; // Expands to (0, 0, 0, A)
break;
case IL_LUMINANCE_ALPHA:
//encoding = ENC_RED_NONE | ENC_GREEN_NONE | ENC_BLUE_NONE | ENC_ALPHA_1 | ENC_LUM_0 | ENC_CHANNELS_2; // LA in RG
encoding = ENC_RED_0 | ENC_GREEN_1 | ENC_BLUE_2 | ENC_ALPHA_3 | ENC_LUM_NONE | ENC_CHANNELS_4; // Expands to (L, L, L, A)
break;
default:
MY_ASSERT(!"Unsupported user pixel format.");
encoding = ENC_RED_NONE | ENC_GREEN_NONE | ENC_BLUE_NONE | ENC_ALPHA_NONE | ENC_LUM_NONE | ENC_INVALID; // Error! Invalid encoding.
break;
}
switch (type)
{
case IL_BYTE:
encoding |= ENC_TYPE_CHAR | ENC_FIXED_POINT;
break;
case IL_UNSIGNED_BYTE:
encoding |= ENC_TYPE_UNSIGNED_CHAR | ENC_FIXED_POINT;
break;
case IL_SHORT:
encoding |= ENC_TYPE_SHORT | ENC_FIXED_POINT;
break;
case IL_UNSIGNED_SHORT:
encoding |= ENC_TYPE_UNSIGNED_SHORT | ENC_FIXED_POINT;
break;
case IL_INT:
encoding |= ENC_TYPE_INT | ENC_FIXED_POINT;
break;
case IL_UNSIGNED_INT:
encoding |= ENC_TYPE_UNSIGNED_INT | ENC_FIXED_POINT;
break;
case IL_FLOAT:
encoding |= ENC_TYPE_FLOAT;
break;
// DAR FIXME Add IL_HALF for EXR images. Why are they loaded as IL_FLOAT?
default:
MY_ASSERT(!"Unsupported user data format.");
encoding |= ENC_INVALID; // Error! Invalid encoding.
break;
}
return encoding;
}
// Helper function calculating the cudaChannelFormatDesc from the device encoding.
static cudaChannelFormatDesc determineChannelFormat(const unsigned int deviceEncoding)
{
int bits = 0;
cudaChannelFormatKind kind = cudaChannelFormatKindNone;
const unsigned int type = deviceEncoding & (ENC_MASK << ENC_TYPE_SHIFT);
switch (type)
{
case ENC_TYPE_CHAR:
bits = 8;
kind = cudaChannelFormatKindSigned;
break;
case ENC_TYPE_UNSIGNED_CHAR:
bits = 8;
kind = cudaChannelFormatKindUnsigned;
break;
case ENC_TYPE_SHORT:
bits = 16;
kind = cudaChannelFormatKindSigned;
break;
case ENC_TYPE_UNSIGNED_SHORT:
bits = 16;
kind = cudaChannelFormatKindUnsigned;
break;
case ENC_TYPE_INT:
bits = 32;
kind = cudaChannelFormatKindSigned;
break;
case ENC_TYPE_UNSIGNED_INT:
bits = 32;
kind = cudaChannelFormatKindUnsigned;
break;
//case ENC_TYPE_HALF: // DAR FIXME Implement.
// break;
case ENC_TYPE_FLOAT:
bits = 32;
kind = cudaChannelFormatKindFloat;
break;
default:
MY_ASSERT(!"determineChannelFormat() Unexpected data type.");
break;
}
cudaChannelFormatDesc cfd;
cfd.x = 0;
cfd.y = 0;
cfd.z = 0;
cfd.w = 0;
cfd.f = kind;
const unsigned int numberOfChannels = (deviceEncoding >> ENC_CHANNELS_SHIFT) & ENC_MASK;
switch (numberOfChannels)
{
case 4:
cfd.w = bits;
// Fall through.
case 3:
cfd.z = bits;
// Fall through.
case 2:
cfd.y = bits;
// Fall through.
case 1:
cfd.x = bits;
break;
}
return cfd;
}
static int getElementSize(cudaChannelFormatDesc const& format)
{
return (format.x + format.y + format.z + format.w) / 8;
}
// Texture format conversion routines.
template<typename T>
T getAlphaOne()
{
return (std::numeric_limits<T>::is_integer ? std::numeric_limits<T>::max() : T(1));
}
// Fixed point adjustment for integer data D and S.
template<typename D, typename S>
D adjust(S value)
{
int dstBits = int(sizeof(D)) * 8;
int srcBits = int(sizeof(S)) * 8;
D result = D(0); // Clear bits to allow OR operations.
if (std::numeric_limits<D>::is_signed)
{
if (std::numeric_limits<S>::is_signed)
{
// D signed, S signed
if (dstBits <= srcBits)
{
// More bits provided than needed. Use the most significant bits of value.
result = D(value >> (srcBits - dstBits));
}
else
{
// Shift value into the most significant bits of result and replicate value into the lower bits until all are touched.
int shifts = dstBits - srcBits;
result = D(value << shifts); // This sets the destination sign bit as well.
value &= std::numeric_limits<S>::max(); // Clear the sign bit inside the source value.
srcBits--; // Reduce the number of srcBits used to replicate the remaining data.
shifts -= srcBits; // Subtracting the now one smaller srcBits from shifts means the next shift will fill up with the remaining non-sign bits as intended.
while (0 <= shifts)
{
result |= D(value << shifts);
shifts -= srcBits;
}
if (shifts < 0) // There can be one to three empty bits left blank in the result now.
{
result |= D(value >> -shifts); // Shift to the right to get the most significant bits of value into the least significant destination bits.
}
}
}
else
{
// D signed, S unsigned
if (dstBits <= srcBits)
{
// More bits provided than needed. Use the most significant bits of value.
result = D(value >> (srcBits - dstBits + 1)); // + 1 because the destination is signed and the value needs to remain positive.
}
else
{
// Shift value into the most significant bits of result, keep the sign clear, and replicate value into the lower bits until all are touched.
int shifts = dstBits - srcBits - 1; // - 1 because the destination is signed and the value needs to remain positive.
while (0 <= shifts)
{
result |= D(value << shifts);
shifts -= srcBits;
}
if (shifts < 0)
{
result |= D(value >> -shifts);
}
}
}
}
else
{
if (std::numeric_limits<S>::is_signed)
{
// D unsigned, S signed
value = std::max(S(0), value); // Only the positive values will be transferred.
srcBits--; // Skip the sign bit. Means equal bit size won't happen here.
if (dstBits <= srcBits) // When it's really bigger it has at least 7 bits more, no need to care for dangling bits
{
result = D(value >> (srcBits - dstBits));
}
else
{
int shifts = dstBits - srcBits;
while (0 <= shifts)
{
result |= D(value << shifts);
shifts -= srcBits;
}
if (shifts < 0)
{
result |= D(value >> -shifts);
}
}
}
else
{
// D unsigned, S unsigned
if (dstBits <= srcBits)
{
// More bits provided than needed. Use the most significant bits of value.
result = D(value >> (srcBits - dstBits));
}
else
{
// Shift value into the most significant bits of result and replicate into the lower ones until all bits are touched.
int shifts = dstBits - srcBits;
while (0 <= shifts)
{
result |= D(value << shifts);
shifts -= srcBits;
}
// Both bit sizes are even multiples of 8, there are no trailing bits here.
MY_ASSERT(shifts == -srcBits);
}
}
}
return result;
}
template<typename D, typename S>
void remapAdjust(void *dst, unsigned int dstEncoding, const void *src, unsigned int srcEncoding, size_t count)
{
const S *psrc = reinterpret_cast<const S *>(src);
D *pdst = reinterpret_cast<D *>(dst);
unsigned int dstChannels = (dstEncoding >> ENC_CHANNELS_SHIFT) & ENC_MASK;
unsigned int srcChannels = (srcEncoding >> ENC_CHANNELS_SHIFT) & ENC_MASK;
bool fixedPoint = !!(dstEncoding & ENC_FIXED_POINT);
bool alphaOne = !!(dstEncoding & ENC_ALPHA_ONE);
while (count--)
{
unsigned int shift = ENC_RED_SHIFT;
for (unsigned int i = 0; i < 5; ++i, shift += 4) // Five possible channels: R, G, B, A, L
{
unsigned int d = (dstEncoding >> shift) & ENC_MASK;
if (d < 4) // This data channel exists inside the destination.
{
unsigned int s = (srcEncoding >> shift) & ENC_MASK;
// If destination alpha was added to support this format or if no source data is given for alpha, fill it with 1.
if (shift == ENC_ALPHA_SHIFT && (alphaOne || 4 <= s))
{
pdst[d] = getAlphaOne<D>();
}
else
{
if (s < 4) // There is data for this channel inside the source. (This could be a luminance to RGB mapping as well).
{
S value = psrc[s];
pdst[d] = (fixedPoint) ? adjust<D>(value) : D(value);
}
else // no value provided
{
pdst[d] = D(0);
}
}
}
}
pdst += dstChannels;
psrc += srcChannels;
}
}
// Straight channel copy with no adjustment. Since the data types match, fixed point doesn't matter.
template<typename T>
void remapCopy(void *dst, unsigned int dstEncoding, const void *src, unsigned int srcEncoding, size_t count)
{
const T *psrc = reinterpret_cast<const T *>(src);
T *pdst = reinterpret_cast<T *>(dst);
unsigned int dstChannels = (dstEncoding >> ENC_CHANNELS_SHIFT) & ENC_MASK;
unsigned int srcChannels = (srcEncoding >> ENC_CHANNELS_SHIFT) & ENC_MASK;
bool alphaOne = !!(dstEncoding & ENC_ALPHA_ONE);
while (count--)
{
unsigned int shift = ENC_RED_SHIFT;
for (unsigned int i = 0; i < 5; ++i, shift += 4) // Five possible channels: R, G, B, A, L
{
unsigned int d = (dstEncoding >> shift) & ENC_MASK;
if (d < 4) // This data channel exists inside the destination.
{
unsigned int s = (srcEncoding >> shift) & ENC_MASK;
if (shift == ENC_ALPHA_SHIFT && (alphaOne || 4 <= s))
{
pdst[d] = getAlphaOne<T>();
}
else
{
pdst[d] = (s < 4) ? psrc[s] : T(0);
}
}
}
pdst += dstChannels;
psrc += srcChannels;
}
}
template<typename D>
void remapFromFloat(void *dst, unsigned int dstEncoding, const void *src, unsigned int srcEncoding, size_t count)
{
const float *psrc = reinterpret_cast<const float *>(src);
D *pdst = reinterpret_cast<D *>(dst);
unsigned int dstChannels = (dstEncoding >> ENC_CHANNELS_SHIFT) & ENC_MASK;
unsigned int srcChannels = (srcEncoding >> ENC_CHANNELS_SHIFT) & ENC_MASK;
bool fixedPoint = !!(dstEncoding & ENC_FIXED_POINT);
bool alphaOne = !!(dstEncoding & ENC_ALPHA_ONE);
while (count--)
{
unsigned int shift = ENC_RED_SHIFT;
for (unsigned int i = 0; i < 5; ++i, shift += 4)
{
unsigned int d = (dstEncoding >> shift) & ENC_MASK;
if (d < 4) // This data channel exists inside the destination.
{
unsigned int s = (srcEncoding >> shift) & ENC_MASK;
if (shift == ENC_ALPHA_SHIFT && (alphaOne || 4 <= s))
{
pdst[d] = getAlphaOne<D>();
}
else
{
if (s < 4) // This data channel exists inside the source.
{
float value = psrc[s];
if (fixedPoint)
{
MY_ASSERT(std::numeric_limits<D>::is_integer); // Destination with float format cannot be fixed point.
float minimum = (std::numeric_limits<D>::is_signed) ? -1.0f : 0.0f;
value = std::min(std::max(minimum, value), 1.0f);
pdst[d] = D(std::numeric_limits<D>::max() * value); // Scaled copy.
}
else // element type, clamped copy.
{
float maximum = float(std::numeric_limits<D>::max()); // This will run out of precision for int and unsigned int.
float minimum = -maximum;
pdst[d] = D(std::min(std::max(minimum, value), maximum));
}
}
else // no value provided
{
pdst[d] = D(0);
}
}
}
}
pdst += dstChannels;
psrc += srcChannels;
}
}
template<typename S>
void remapToFloat(void *dst, unsigned int dstEncoding, const void *src, unsigned int srcEncoding, size_t count)
{
const S *psrc = reinterpret_cast<const S *>(src);
float *pdst = reinterpret_cast<float *>(dst);
unsigned int dstChannels = (dstEncoding >> ENC_CHANNELS_SHIFT) & ENC_MASK;
unsigned int srcChannels = (srcEncoding >> ENC_CHANNELS_SHIFT) & ENC_MASK;
bool alphaOne = !!(dstEncoding & ENC_ALPHA_ONE);
while (count--)
{
unsigned int shift = ENC_RED_SHIFT;
for (unsigned int i = 0; i < 5; ++i, shift += 4)
{
unsigned int d = (dstEncoding >> shift) & ENC_MASK;
if (d < 4) // This data channel exists inside the destination.
{
unsigned int s = (srcEncoding >> shift) & ENC_MASK;
if (shift == ENC_ALPHA_SHIFT && (alphaOne || 4 <= s))
{
pdst[d] = 1.0f;
}
else
{
// If there is data for this channel just cast it straight in.
// This will run out of precision for int and unsigned int source data.
pdst[d] = (s < 4) ? float(psrc[s]) : 0.0f;
}
}
}
pdst += dstChannels;
psrc += srcChannels;
}
}
typedef void (*PFNREMAP)(void *dst, unsigned int dstEncoding, const void *src, unsigned int srcEncoding, size_t count);
// Function table with 49 texture format conversion routines from loaded image data to supported CUDA texture formats.
// Index is [destination type][source type]
PFNREMAP remappers[7][7] =
{
{
remapCopy<char>,
remapAdjust<char, unsigned char>,
remapAdjust<char, short>,
remapAdjust<char, unsigned short>,
remapAdjust<char, int>,
remapAdjust<char, unsigned int>,
remapFromFloat<char>
},
{
remapAdjust<unsigned char, char>,
remapCopy<unsigned char>,
remapAdjust<unsigned char, short>,
remapAdjust<unsigned char, unsigned short>,
remapAdjust<unsigned char, int>,
remapAdjust<unsigned char, unsigned int>,
remapFromFloat<unsigned char>
},
{
remapAdjust<short, char>,
remapAdjust<short, unsigned char>,
remapCopy<short>,
remapAdjust<short, unsigned short>,
remapAdjust<short, int>,
remapAdjust<short, unsigned int>,
remapFromFloat<short>
},
{
remapAdjust<unsigned short, char>,
remapAdjust<unsigned short, unsigned char>,
remapAdjust<unsigned short, short>,
remapCopy<unsigned short>,
remapAdjust<unsigned short, int>,
remapAdjust<unsigned short, unsigned int>,
remapFromFloat<unsigned short>
},
{
remapAdjust<int, char>,
remapAdjust<int, unsigned char>,
remapAdjust<int, short>,
remapAdjust<int, unsigned short>,
remapCopy<int>,
remapAdjust<int, unsigned int>,
remapFromFloat<int>
},
{
remapAdjust<unsigned int, char>,
remapAdjust<unsigned int, unsigned char>,
remapAdjust<unsigned int, short>,
remapAdjust<unsigned int, unsigned short>,
remapAdjust<unsigned int, int>,
remapCopy<unsigned int>,
remapFromFloat<unsigned int>
},
{
remapToFloat<char>,
remapToFloat<unsigned char>,
remapToFloat<short>,
remapToFloat<unsigned short>,
remapToFloat<int>,
remapToFloat<unsigned int>,
remapCopy<float>
}
};
// Finally the function which converts any loaded image into a texture format supported by CUDA (1, 2, 4 channels only).
static void convert(void *dst, unsigned int deviceEncoding, const void *src, unsigned int hostEncoding, size_t elements)
{
// Only destination encoding knows about the fixed-point encoding. For straight data memcpy() cases that is irrelevant.
// DAR PERF Avoid this conversion altogether when it's just a memcpy()!
if ((deviceEncoding & ~ENC_FIXED_POINT) == hostEncoding)
{
const cudaChannelFormatDesc channelFormat = determineChannelFormat(deviceEncoding);
memcpy(dst, src, elements * getElementSize(channelFormat)); // The fastest path.
}
else
{
unsigned int dstType = (deviceEncoding >> ENC_TYPE_SHIFT) & ENC_MASK;
unsigned int srcType = (hostEncoding >> ENC_TYPE_SHIFT) & ENC_MASK;
MY_ASSERT(dstType < 7 && srcType < 7);
PFNREMAP pfn = remappers[dstType][srcType];
(*pfn)(dst, deviceEncoding, src, hostEncoding, elements);
}
}
Texture::Texture()
: m_width(0)
, m_height(0)
, m_depth(0)
, m_hostEncoding(ENC_INVALID)
, m_deviceEncoding(ENC_INVALID)
, m_sizeBytesPerElement(0)
, m_textureObject(0)
, m_d_array(0)
, m_d_mipmappedArray(0)
, m_d_envCDF_U(0)
, m_d_envCDF_V(0)
, m_integral(1.0f)
{
m_channelFormat.x = 0;
m_channelFormat.y = 0;
m_channelFormat.z = 0;
m_channelFormat.w = 0;
m_channelFormat.f = cudaChannelFormatKindNone;
// Setup cudaTextureDesc defaults.
// Initialize all structure members to zero.
// (Required with CUDA 11.7 because of an incorrect interface change in cudaTextureDesc
// which will be fixed in a future CUDA toolkit with a separate versioned cudaTextureDesc.)
m_textureDescription = {};
// The developer can override these at will before calling Texture::create().
m_textureDescription.addressMode[0] = cudaAddressModeWrap;
m_textureDescription.addressMode[1] = cudaAddressModeWrap;
m_textureDescription.addressMode[2] = cudaAddressModeWrap;
m_textureDescription.filterMode = cudaFilterModeLinear; // DAR DEBUG No different minification/magnification setting possible?
m_textureDescription.readMode = cudaReadModeNormalizedFloat; // Use the m_encoding ENC_FIXED_POINT setting to determine this later.
m_textureDescription.sRGB = 0;
m_textureDescription.borderColor[0] = 0.0f;
m_textureDescription.borderColor[1] = 0.0f;
m_textureDescription.borderColor[2] = 0.0f;
m_textureDescription.borderColor[3] = 0.0f;
m_textureDescription.normalizedCoords = 1;
m_textureDescription.maxAnisotropy = 1;
// LOD 0 only by default.
// This means when using mipmaps it's the developer's responsibility to set at least
// maxMipmapLevelClamp > 0.0f before calling Texture::create() to make sure mipmaps can be sampled!
m_textureDescription.mipmapFilterMode = cudaFilterModePoint; // Bilinear filtering by default.
m_textureDescription.mipmapLevelBias = 0.0f;
m_textureDescription.minMipmapLevelClamp = 0.0f;
m_textureDescription.maxMipmapLevelClamp = 0.0f; // This should be set to Picture::getNumberOfLevels() when using mipmaps.
}
Texture::~Texture()
{
if (m_d_array)
{
CUDA_CHECK( cudaFreeArray(m_d_array) );
}
if (m_d_mipmappedArray)
{
CUDA_CHECK( cudaFreeMipmappedArray(m_d_mipmappedArray) );
}
if (m_d_envCDF_U)
{
CUDA_CHECK( cudaFree((void*) m_d_envCDF_U) );
}
if (m_d_envCDF_V)
{
CUDA_CHECK( cudaFree((void*) m_d_envCDF_V) );
}
if (m_textureObject)
{
CUDA_CHECK( cudaDestroyTextureObject(m_textureObject) );
}
}
// For all functions changing the m_textureDescription values,
// make sure they are called before the texture object has been created,
// otherwise the texture object would need to be recreated.
// cudaAddressModeWrap or cudaAddressModeClamp
void Texture::setAddressMode(cudaTextureAddressMode s, cudaTextureAddressMode t, cudaTextureAddressMode r)
{
MY_ASSERT(m_textureObject == 0);
m_textureDescription.addressMode[0] = s;
m_textureDescription.addressMode[1] = t;
m_textureDescription.addressMode[2] = r;
}
// cudaFilterModePoint or cudaFilterModeLinear
void Texture::setFilterMode(cudaTextureFilterMode filter, cudaTextureFilterMode filterMipmap)
{
MY_ASSERT(m_textureObject == 0);
m_textureDescription.filterMode = filter;
m_textureDescription.filterMode = filterMipmap;
}
// cudaReadModeElementType or cudaReadModeNormalizedFloat
void Texture::setReadMode(cudaTextureReadMode mode)
{
MY_ASSERT(m_textureObject == 0);
m_textureDescription.readMode = mode;
}
void Texture::setSRGB(bool srgb)
{
MY_ASSERT(m_textureObject == 0);
m_textureDescription.sRGB = (srgb) ? 1 : 0;
}
void Texture::setBorderColor(float r, float g, float b, float a)
{
MY_ASSERT(m_textureObject == 0);
m_textureDescription.borderColor[0] = r;
m_textureDescription.borderColor[1] = g;
m_textureDescription.borderColor[2] = b;
m_textureDescription.borderColor[3] = a;
}
void Texture::setNormalizedCoords(bool normalized)
{
MY_ASSERT(m_textureObject == 0);
m_textureDescription.normalizedCoords = (normalized) ? 1 : 0;
}
void Texture::setMaxAnisotropy(unsigned int aniso)
{
MY_ASSERT(m_textureObject == 0);
m_textureDescription.maxAnisotropy = aniso;
}
void Texture::setMipmapLevelBiasMinMax(float bias, float minimum, float maximum)
{
MY_ASSERT(m_textureObject == 0);
m_textureDescription.mipmapLevelBias = bias;
m_textureDescription.minMipmapLevelClamp = minimum;
m_textureDescription.maxMipmapLevelClamp = maximum;
}
// Set the whole description.
void Texture::setTextureDescription(cudaTextureDesc const& descr)
{
m_textureDescription = descr;
}
bool Texture::create1D(const Picture* picture, const unsigned int flags)
{
cudaResourceDesc resourceDescription = {}; // For the final texture object creation.
// Default initialization for a 1D texture without layers.
cudaExtent extent = make_cudaExtent(m_width, 0, 0);
unsigned int arrayFlags = cudaArrayDefault;
size_t sizeElements = m_width; // The size for the LOD 0 in elements.
if (flags & IMAGE_FLAG_LAYER)
{
extent.depth = m_depth; // Mind that the layers are always defined via the depth extent.
sizeElements *= m_depth; // The size for the LOD 0 with layers in elements.
arrayFlags = cudaArrayLayered; // Set the array allocation flag.
}
size_t sizeBytes = sizeElements * m_sizeBytesPerElement;
unsigned char* data = new unsigned char[sizeBytes]; // Allocate enough scratch memory for the conversion to hold the biggest LOD.
const unsigned int numLevels = picture->getNumberOfLevels(0); // This is the number of mipmap levels including LOD 0.
if (1 < numLevels && (flags & IMAGE_FLAG_MIPMAP)) // 1D (layered) mipmapped texture.
{
// A 1D mipmapped array is allocated if the height and depth extents are both zero.
// A 1D layered CUDA mipmapped array is allocated if only the height extent is zero and the cudaArrayLayered flag is set.
// Each layer is a 1D mipmapped array. The number of layers is determined by the depth extent.
CUDA_CHECK( cudaMallocMipmappedArray(&m_d_mipmappedArray, &m_channelFormat, extent, numLevels, arrayFlags) );
for (unsigned int level = 0; level < numLevels; ++level)
{
cudaArray_t d_levelArray;
CUDA_CHECK( cudaGetMipmappedArrayLevel(&d_levelArray, m_d_mipmappedArray, level) );
const Image* image = picture->getImageLevel(0, level); // Get the image 0 LOD level.
sizeElements = image->m_width * m_depth;
sizeBytes = sizeElements * m_sizeBytesPerElement;
convert(data, m_deviceEncoding, image->m_pixels, m_hostEncoding, sizeElements);
cudaMemcpy3DParms params = { 0 };
params.srcPtr = make_cudaPitchedPtr(data, image->m_width * m_sizeBytesPerElement, image->m_width, 1);
params.dstArray = d_levelArray;
params.extent = make_cudaExtent(image->m_width, 1, m_depth);
params.kind = cudaMemcpyHostToDevice;
CUDA_CHECK( cudaMemcpy3D(¶ms) );
}
resourceDescription.resType = cudaResourceTypeMipmappedArray;
resourceDescription.res.mipmap.mipmap = m_d_mipmappedArray;
}
else // 1D (layered) texture.
{
// A 1D array is allocated if the height and depth extents are both zero.
// A 1D layered CUDA array is allocated if only the height extent is zero and the cudaArrayLayered flag is set.
// Each layer is a 1D array. The number of layers is determined by the depth extent.
CUDA_CHECK( cudaMalloc3DArray(&m_d_array, &m_channelFormat, extent, arrayFlags) );
const Image* image = picture->getImageLevel(0, 0); // LOD 0 only.
sizeElements = m_width * m_depth;
sizeBytes = sizeElements * m_sizeBytesPerElement;
convert(data, m_deviceEncoding, image->m_pixels, m_hostEncoding, sizeElements);
cudaMemcpy3DParms params = { 0 };
params.srcPtr = make_cudaPitchedPtr(data, m_width * m_sizeBytesPerElement, m_width, 1);
params.dstArray = m_d_array;
params.extent = make_cudaExtent(m_width, 1, m_depth);
params.kind = cudaMemcpyHostToDevice;
CUDA_CHECK( cudaMemcpy3D(¶ms) );
resourceDescription.resType = cudaResourceTypeArray;
resourceDescription.res.array.array = m_d_array;
}
delete[] data;
m_textureObject = 0;
CUDA_CHECK( cudaCreateTextureObject(&m_textureObject, &resourceDescription, &m_textureDescription, nullptr) );
return (m_textureObject != 0);
}
bool Texture::create2D(const Picture* picture, const unsigned int flags)
{
cudaResourceDesc resourceDescription = {}; // For the final texture object creation.
// Default initialization for a 2D texture without layers.
cudaExtent extent = make_cudaExtent(m_width, m_height, 0);
unsigned int arrayFlags = cudaArrayDefault;
size_t sizeElements = m_width * m_height; // The size for the LOD 0 in elements.
if (flags & IMAGE_FLAG_LAYER)
{
extent.depth = m_depth; // A 2D layered image needs a 3D image as input.
sizeElements *= m_depth; // The size for the LOD 0 with layers in elements.
arrayFlags = cudaArrayLayered; // Set the array allocation flag.
}
size_t sizeBytes = sizeElements * m_sizeBytesPerElement;
unsigned char* data = new unsigned char[sizeBytes]; // Allocate enough scratch memory for the conversion to hold the biggest LOD.
const unsigned int numLevels = picture->getNumberOfLevels(0); // This is the number of mipmap levels including LOD 0.
if (1 < numLevels && (flags & IMAGE_FLAG_MIPMAP)) // 2D (layered) mipmapped texture
{
// A 2D mipmapped array is allocated if only the depth extent is zero.
// A 2D layered CUDA mipmapped array is allocated if all three extents are non-zero and the cudaArrayLayered flag is set.
// Each layer is a 2D mipmapped array. The number of layers is determined by the depth extent.
CUDA_CHECK( cudaMallocMipmappedArray(&m_d_mipmappedArray, &m_channelFormat, extent, numLevels, arrayFlags) );
for (unsigned int level = 0; level < numLevels; ++level)
{
cudaArray_t d_levelArray;
CUDA_CHECK( cudaGetMipmappedArrayLevel(&d_levelArray, m_d_mipmappedArray, level) );
const Image* image = picture->getImageLevel(0, level); // Get the image 0 LOD level.
sizeElements = image->m_width * image->m_height * m_depth;
sizeBytes = sizeElements * m_sizeBytesPerElement;
convert(data, m_deviceEncoding, image->m_pixels, m_hostEncoding, sizeElements);
cudaMemcpy3DParms params = { 0 };
params.srcPtr = make_cudaPitchedPtr(data, image->m_width * m_sizeBytesPerElement, image->m_width, image->m_height);
params.dstArray = d_levelArray;
params.extent = make_cudaExtent(image->m_width, image->m_height, m_depth);
params.kind = cudaMemcpyHostToDevice;
CUDA_CHECK( cudaMemcpy3D(¶ms) );
}
resourceDescription.resType = cudaResourceTypeMipmappedArray;
resourceDescription.res.mipmap.mipmap = m_d_mipmappedArray;
}
else // 2D (layered) texture.
{
// A 2D array is allocated if only the depth extent is zero.
// A 2D layered CUDA array is allocated if all three extents are non-zero and the cudaArrayLayered flag is set.
// Each layer is a 2D array. The number of layers is determined by the depth extent.
CUDA_CHECK( cudaMalloc3DArray(&m_d_array, &m_channelFormat, extent, arrayFlags) );
const Image* image = picture->getImageLevel(0, 0); // LOD 0 only
sizeElements = m_width * m_height * m_depth;
sizeBytes = sizeElements * m_sizeBytesPerElement;
convert(data, m_deviceEncoding, image->m_pixels, m_hostEncoding, sizeElements);
cudaMemcpy3DParms params = { 0 };
params.srcPtr = make_cudaPitchedPtr(data, m_width * m_sizeBytesPerElement, m_width, m_height);
params.dstArray = m_d_array;
params.extent = make_cudaExtent(m_width, m_height, m_depth);
params.kind = cudaMemcpyHostToDevice;
CUDA_CHECK( cudaMemcpy3D(¶ms) );
resourceDescription.resType = cudaResourceTypeArray;
resourceDescription.res.array.array = m_d_array;
}
delete[] data;
m_textureObject = 0;
CUDA_CHECK( cudaCreateTextureObject(&m_textureObject, &resourceDescription, &m_textureDescription, nullptr) );
return (m_textureObject != 0);
}
bool Texture::create3D(const Picture* picture, const unsigned int flags)
{
MY_ASSERT((flags & IMAGE_FLAG_LAYER) == 0); // There are no layered 3D textures. The flag is ignored.