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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.
*/
extern "C" {
__global__ void Subsample_Bilinear_uchar(cudaTextureObject_t uchar_tex,
unsigned char *dst,
int dst_width, int dst_height, int dst_pitch,
int src_width, int src_height)
{
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);
int y0 = tex2D<unsigned char>(uchar_tex, xi-dx, yi-dy);
int y1 = tex2D<unsigned char>(uchar_tex, xi+dx, yi-dy);
int y2 = tex2D<unsigned char>(uchar_tex, xi-dx, yi+dy);
int y3 = tex2D<unsigned char>(uchar_tex, xi+dx, yi+dy);
dst[yo*dst_pitch+xo] = (unsigned char)((y0+y1+y2+y3+2) >> 2);
}
}
__global__ void Subsample_Bilinear_uchar2(cudaTextureObject_t uchar2_tex,
uchar2 *dst,
int dst_width, int dst_height, int dst_pitch2,
int src_width, int src_height)
{
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);
uchar2 c0 = tex2D<uchar2>(uchar2_tex, xi-dx, yi-dy);
uchar2 c1 = tex2D<uchar2>(uchar2_tex, xi+dx, yi-dy);
uchar2 c2 = tex2D<uchar2>(uchar2_tex, xi-dx, yi+dy);
uchar2 c3 = tex2D<uchar2>(uchar2_tex, xi+dx, yi+dy);
int2 uv;
uv.x = ((int)c0.x+(int)c1.x+(int)c2.x+(int)c3.x+2) >> 2;
uv.y = ((int)c0.y+(int)c1.y+(int)c2.y+(int)c3.y+2) >> 2;
dst[yo*dst_pitch2+xo] = make_uchar2((unsigned char)uv.x, (unsigned char)uv.y);
}
}
__global__ void Subsample_Bilinear_uchar4(cudaTextureObject_t uchar4_tex,
uchar4 *dst,
int dst_width, int dst_height, int dst_pitch,
int src_width, int src_height)
{
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);
uchar4 c0 = tex2D<uchar4>(uchar4_tex, xi-dx, yi-dy);
uchar4 c1 = tex2D<uchar4>(uchar4_tex, xi+dx, yi-dy);
uchar4 c2 = tex2D<uchar4>(uchar4_tex, xi-dx, yi+dy);
uchar4 c3 = tex2D<uchar4>(uchar4_tex, xi+dx, yi+dy);
int4 res;
res.x = ((int)c0.x+(int)c1.x+(int)c2.x+(int)c3.x+2) >> 2;
res.y = ((int)c0.y+(int)c1.y+(int)c2.y+(int)c3.y+2) >> 2;
res.z = ((int)c0.z+(int)c1.z+(int)c2.z+(int)c3.z+2) >> 2;
res.w = ((int)c0.w+(int)c1.w+(int)c2.w+(int)c3.w+2) >> 2;
dst[yo*dst_pitch+xo] = make_uchar4(
(unsigned char)res.x, (unsigned char)res.y, (unsigned char)res.z, (unsigned char)res.w);
}
}
__global__ void Subsample_Bilinear_ushort(cudaTextureObject_t ushort_tex,
unsigned short *dst,
int dst_width, int dst_height, int dst_pitch,
int src_width, int src_height)
{
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);
int y0 = tex2D<unsigned short>(ushort_tex, xi-dx, yi-dy);
int y1 = tex2D<unsigned short>(ushort_tex, xi+dx, yi-dy);
int y2 = tex2D<unsigned short>(ushort_tex, xi-dx, yi+dy);
int y3 = tex2D<unsigned short>(ushort_tex, xi+dx, yi+dy);
dst[yo*dst_pitch+xo] = (unsigned short)((y0+y1+y2+y3+2) >> 2);
}
}
__global__ void Subsample_Bilinear_ushort2(cudaTextureObject_t ushort2_tex,
ushort2 *dst,
int dst_width, int dst_height, int dst_pitch2,
int src_width, int src_height)
{
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);
ushort2 c0 = tex2D<ushort2>(ushort2_tex, xi-dx, yi-dy);
ushort2 c1 = tex2D<ushort2>(ushort2_tex, xi+dx, yi-dy);
ushort2 c2 = tex2D<ushort2>(ushort2_tex, xi-dx, yi+dy);
ushort2 c3 = tex2D<ushort2>(ushort2_tex, xi+dx, yi+dy);
int2 uv;
uv.x = ((int)c0.x+(int)c1.x+(int)c2.x+(int)c3.x+2) >> 2;
uv.y = ((int)c0.y+(int)c1.y+(int)c2.y+(int)c3.y+2) >> 2;
dst[yo*dst_pitch2+xo] = make_ushort2((unsigned short)uv.x, (unsigned short)uv.y);
}
}
__global__ void Subsample_Bilinear_ushort4(cudaTextureObject_t ushort4_tex,
ushort4 *dst,
int dst_width, int dst_height, int dst_pitch,
int src_width, int src_height)
{
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);
ushort4 c0 = tex2D<ushort4>(ushort4_tex, xi-dx, yi-dy);
ushort4 c1 = tex2D<ushort4>(ushort4_tex, xi+dx, yi-dy);
ushort4 c2 = tex2D<ushort4>(ushort4_tex, xi-dx, yi+dy);
ushort4 c3 = tex2D<ushort4>(ushort4_tex, xi+dx, yi+dy);
int4 res;
res.x = ((int)c0.x+(int)c1.x+(int)c2.x+(int)c3.x+2) >> 2;
res.y = ((int)c0.y+(int)c1.y+(int)c2.y+(int)c3.y+2) >> 2;
res.z = ((int)c0.z+(int)c1.z+(int)c2.z+(int)c3.z+2) >> 2;
res.w = ((int)c0.w+(int)c1.w+(int)c2.w+(int)c3.w+2) >> 2;
dst[yo*dst_pitch+xo] = make_ushort4(
(unsigned short)res.x, (unsigned short)res.y, (unsigned short)res.z, (unsigned short)res.w);
}
}
}
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