cuda_texture.cuh
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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>
#include <GL/glew.h>
#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;
///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;
}
//-------------------------------------------------------------------------//
//-------------------------------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,
// cudaGraphicsMapFlagsReadOnly
cudaGraphicsRegisterFlagsNone
)
);
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()
{
HANDLE_ERROR(
cudaGraphicsUnmapResources(1, &resource)
);
HANDLE_ERROR(
cudaGraphicsUnregisterResource(resource)
);
HANDLE_ERROR(
cudaDestroyTextureObject(tObj)
);
}
//-------------------------------------------------------------------------//
//------------------------------GET/SET METHODS----------------------------//
//-------------------------------------------------------------------------//
///Returns the bound texture object.
cudaTextureObject_t
getTexture()
{
return tObj;
}
cudaArray*
getArray()
{
return srcArray;
}
};
}
}
#endif