Example #1
0
        __device__ __forceinline__ elem_type operator ()(float y, float x) const
        {
            typedef typename TypeVec<float, VecTraits<elem_type>::cn>::vec_type work_type;

            work_type out = VecTraits<work_type>::all(0);

            const int x1 = __float2int_rd(x);
            const int y1 = __float2int_rd(y);
            const int x2 = x1 + 1;
            const int y2 = y1 + 1;

            elem_type src_reg = src(y1, x1);
            out = out + src_reg * ((x2 - x) * (y2 - y));

            src_reg = src(y1, x2);
            out = out + src_reg * ((x - x1) * (y2 - y));

            src_reg = src(y2, x1);
            out = out + src_reg * ((x2 - x) * (y - y1));

            src_reg = src(y2, x2);
            out = out + src_reg * ((x - x1) * (y - y1));

            return saturate_cast<elem_type>(out);
        }
Example #2
0
        __device__ elem_type operator ()(float y, float x) const
        {
            const float xmin = ::ceilf(x - 2.0f);
            const float xmax = ::floorf(x + 2.0f);

            const float ymin = ::ceilf(y - 2.0f);
            const float ymax = ::floorf(y + 2.0f);

            work_type sum = VecTraits<work_type>::all(0);
            float wsum = 0.0f;

            for (float cy = ymin; cy <= ymax; cy += 1.0f)
            {
                for (float cx = xmin; cx <= xmax; cx += 1.0f)
                {
                    const float w = bicubicCoeff(x - cx) * bicubicCoeff(y - cy);
                    sum = sum + w * src(__float2int_rd(cy), __float2int_rd(cx));
                    wsum += w;
                }
            }

            work_type res = (!wsum)? VecTraits<work_type>::all(0) : sum / wsum;

            return saturate_cast<elem_type>(res);
        }
Example #3
0
        __device__ __forceinline__ elem_type operator ()(float y, float x) const
        {
            float fsx1 = x * scale_x;
            float fsx2 = fsx1 + scale_x;

            int sx1 = __float2int_ru(fsx1);
            int sx2 = __float2int_rd(fsx2);

            float fsy1 = y * scale_y;
            float fsy2 = fsy1 + scale_y;

            int sy1 = __float2int_ru(fsy1);
            int sy2 = __float2int_rd(fsy2);

            typedef typename TypeVec<float, VecTraits<elem_type>::cn>::vec_type work_type;
            work_type out = VecTraits<work_type>::all(0.f);

            for(int dy = sy1; dy < sy2; ++dy)
                for(int dx = sx1; dx < sx2; ++dx)
                {
                    out = out + src(dy, dx) * scale;
                }

            return saturate_cast<elem_type>(out);
        }
Example #4
0
        __device__ __forceinline__ elem_type operator ()(float y, float x) const
        {
            float fsx1 = x * scale_x;
            float fsx2 = fsx1 + scale_x;

            int sx1 = __float2int_ru(fsx1);
            int sx2 = __float2int_rd(fsx2);

            float fsy1 = y * scale_y;
            float fsy2 = fsy1 + scale_y;

            int sy1 = __float2int_ru(fsy1);
            int sy2 = __float2int_rd(fsy2);

            float scale = 1.f / (fminf(scale_x, src.width - fsx1) * fminf(scale_y, src.height - fsy1));

            typedef typename TypeVec<float, VecTraits<elem_type>::cn>::vec_type work_type;
            work_type out = VecTraits<work_type>::all(0.f);

            for (int dy = sy1; dy < sy2; ++dy)
            {
                for (int dx = sx1; dx < sx2; ++dx)
                    out = out + src(dy, dx) * scale;

                if (sx1 > fsx1)
                    out = out + src(dy, (sx1 -1) ) * ((sx1 - fsx1) * scale);

                if (sx2 < fsx2)
                    out = out + src(dy, sx2) * ((fsx2 -sx2) * scale);
            }

            if (sy1 > fsy1)
                for (int dx = sx1; dx < sx2; ++dx)
                    out = out + src( (sy1 - 1) , dx) * ((sy1 -fsy1) * scale);

            if (sy2 < fsy2)
                for (int dx = sx1; dx < sx2; ++dx)
                    out = out + src(sy2, dx) * ((fsy2 -sy2) * scale);

            if ((sy1 > fsy1) &&  (sx1 > fsx1))
                out = out + src( (sy1 - 1) , (sx1 - 1)) * ((sy1 -fsy1) * (sx1 -fsx1) * scale);

            if ((sy1 > fsy1) &&  (sx2 < fsx2))
                out = out + src( (sy1 - 1) , sx2) * ((sy1 -fsy1) * (fsx2 -sx2) * scale);

            if ((sy2 < fsy2) &&  (sx2 < fsx2))
                out = out + src(sy2, sx2) * ((fsy2 -sy2) * (fsx2 -sx2) * scale);

            if ((sy2 < fsy2) &&  (sx1 > fsx1))
                out = out + src(sy2, (sx1 - 1)) * ((fsy2 -sy2) * (sx1 -fsx1) * scale);

            return saturate_cast<elem_type>(out);
        }
Example #5
0
calc_j(curr_cache_t curr_cache, particle_real_t *xm, particle_real_t *xp,
       int *lf, int *lg, particle_t *prt, particle_real_t *vxi)
{
  assert(0);
}

#endif

#endif // DIM

// ======================================================================
// TBD: piece to save block_idx as we go for following sort

#if 0
  // save block_idx for new particle position at x^(n+1.5)
  unsigned int block_pos_y = __float2int_rd(prt->xi[1] * prm.b_dxi[1]);
  unsigned int block_pos_z = __float2int_rd(prt->xi[2] * prm.b_dxi[2]);
  int nr_blocks = prm.b_mx[1] * prm.b_mx[2];

  int block_idx;
  if (block_pos_y >= prm.b_mx[1] || block_pos_z >= prm.b_mx[2]) {
    block_idx = CUDA_BND_S_OOB;
  } else {
    int bidx = block_pos_z * prm.b_mx[1] + block_pos_y + p_nr * nr_blocks;
    int b_diff = bid - bidx + prm.b_mx[1] + 1;
    int d1 = b_diff % prm.b_mx[1];
    int d2 = b_diff / prm.b_mx[1];
    block_idx = d2 * 3 + d1;
  }
  d_bidx[n] = block_idx;
#endif