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#ifndef STIM_CUDA_TEXTURE_H
#define STIM_CUDA_TEXTURE_H
#include <assert.h>
#include <stim/cuda/cudatools/error.h>
#include <cuda.h>
#include <cuda_runtime.h>
#include <cublas_v2.h>
#include <stdio.h>
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//#include <GL/glew.h>
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#include <GL/glut.h>
#include <sstream>
#include <stim/visualization/colormap.h>
#include <stim/cuda/cudatools/devices.h>
#include <stim/cuda/cudatools/threads.h>
#include <stim/math/vector.h>
///A container for the texture based methods used by the spider class.
namespace stim
{
namespace cuda
{
class cuda_texture
{
public:
cudaArray* srcArray;
cudaGraphicsResource_t resource;
struct cudaResourceDesc resDesc;
struct cudaTextureDesc texDesc;
cudaTextureObject_t tObj;
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float *result;
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///basic constructor that creates the texture with default parameters.
cuda_texture()
{
memset(&texDesc, 0, sizeof(texDesc));
texDesc.addressMode[0] = cudaAddressModeWrap;
texDesc.addressMode[1] = cudaAddressModeWrap;
texDesc.filterMode = cudaFilterModePoint;
texDesc.readMode = cudaReadModeElementType;
texDesc.normalizedCoords = 0;
}
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///basic destructor
~cuda_texture()
{
UnmapCudaTexture();
if(result != NULL)
cudaFree(result);
}
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///Enable the nromalized texture coordinates.
///@param bool, 1 for on, 0 for off
void
SetTextureCoordinates(bool val)
{
if(val)
texDesc.normalizedCoords = 1;
else
texDesc.normalizedCoords = 0;
}
///sets the dimension dim to used the mode at the borders of the texture.
///@param dim : 0-x, 1-y, 2-z
///@param mode: cudaAddressModeWrap = 0,
/// cudaAddressModeClamp = 1,
/// cudaAddressMNodeMirror = 2,
/// cudaAddressModeBorder = 3,
void
SetAddressMode(int dim, int mode)
{
switch(mode)
{
case 0:
texDesc.addressMode[dim] = cudaAddressModeWrap;
break;
case 1:
texDesc.addressMode[dim] = cudaAddressModeClamp;
break;
case 2:
texDesc.addressMode[dim] = cudaAddressModeMirror;
break;
case 3:
texDesc.addressMode[dim] = cudaAddressModeBorder;
break;
default:
break;
}
}
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//-------------------------------------------------------------------------//
//-------------------------------CUDA_MAPPING------------------------------//
//-------------------------------------------------------------------------//
//Methods for creating the cuda texture.
///@param GLuint tex -- GLtexture (must be contained in a frame buffer object)
/// that holds that data that will be handed to cuda.
///@param GLenum target -- either GL_TEXTURE_1D, GL_TEXTURE_2D or GL_TEXTURE_3D
/// map work with other gl texture types but untested.
///Maps the gl texture in cuda memory, binds that data to a cuda array, and binds the cuda
///array to a cuda texture.
void
MapCudaTexture(GLuint tex, GLenum target)
{
HANDLE_ERROR(
cudaGraphicsGLRegisterImage(
&resource,
tex,
target,
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cudaGraphicsMapFlagsReadOnly
// cudaGraphicsRegisterFlagsNone
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)
);
HANDLE_ERROR(
cudaGraphicsMapResources(1, &resource)
);
HANDLE_ERROR(
cudaGraphicsSubResourceGetMappedArray(&srcArray, resource, 0, 0)
);
memset(&resDesc, 0, sizeof(resDesc));
resDesc.resType = cudaResourceTypeArray;
resDesc.res.array.array = srcArray;
HANDLE_ERROR(
cudaCreateTextureObject(&tObj, &resDesc, &texDesc, NULL)
);
}
///Unmaps the gl texture, binds that data to a cuda array, and binds the cuda
///array to a cuda texture.
void
UnmapCudaTexture()
{
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// HANDLE_ERROR(
// cudaGraphicsUnmapResources(1, &resource)
// );
// HANDLE_ERROR(
// cudaGraphicsUnregisterResource(resource)
// );
// HANDLE_ERROR(
// cudaDestroyTextureObject(tObj)
// );
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// HANDLE_ERROR(
// cudaFreeArray(srcArray)
// );
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}
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///Allocate the auxiliary internal 1D float array
void
Alloc(int x)
{
cudaMalloc( (void**) &result, x*sizeof(float));
}
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//-------------------------------------------------------------------------//
//------------------------------GET/SET METHODS----------------------------//
//-------------------------------------------------------------------------//
///Returns the bound texture object.
cudaTextureObject_t
getTexture()
{
return tObj;
}
cudaArray*
getArray()
{
return srcArray;
}
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float*
getAuxArray()
{
return result;
}
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};
}
}
#endif
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