diff options
-rw-r--r-- | .gdb_history | 14 | ||||
-rwxr-xr-x | bruh | bin | 0 -> 17896 bytes | |||
-rw-r--r-- | first | 0 | ||||
-rw-r--r-- | include/helper_math.h | 1469 | ||||
-rw-r--r-- | main.c | 23 | ||||
-rw-r--r-- | main.cu | 6 | ||||
-rw-r--r-- | makefile | 11 |
7 files changed, 1523 insertions, 0 deletions
diff --git a/.gdb_history b/.gdb_history new file mode 100644 index 0000000..2f823ae --- /dev/null +++ b/.gdb_history @@ -0,0 +1,14 @@ +quit +break main.c:11 +run +image +print image +print image.data +print image.data[0] +print image.data +x image.data +x *image.data +x *=image.data +print image +context +quit Binary files differdiff --git a/include/helper_math.h b/include/helper_math.h new file mode 100644 index 0000000..6d2f63a --- /dev/null +++ b/include/helper_math.h @@ -0,0 +1,1469 @@ +/* Copyright (c) 2022, 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. + */ + +/* + * This file implements common mathematical operations on vector types + * (float3, float4 etc.) since these are not provided as standard by CUDA. + * + * The syntax is modeled on the Cg standard library. + * + * This is part of the Helper library includes + * + * Thanks to Linh Hah for additions and fixes. + */ + +#ifndef HELPER_MATH_H +#define HELPER_MATH_H + +#include "cuda_runtime.h" + +typedef unsigned int uint; +typedef unsigned short ushort; + +#ifndef EXIT_WAIVED +#define EXIT_WAIVED 2 +#endif + +#ifndef __CUDACC__ +#include <math.h> + +//////////////////////////////////////////////////////////////////////////////// +// host implementations of CUDA functions +//////////////////////////////////////////////////////////////////////////////// + +inline float fminf(float a, float b) +{ + return a < b ? a : b; +} + +inline float fmaxf(float a, float b) +{ + return a > b ? a : b; +} + +inline int max(int a, int b) +{ + return a > b ? a : b; +} + +inline int min(int a, int b) +{ + return a < b ? a : b; +} + +inline float rsqrtf(float x) +{ + return 1.0f / sqrtf(x); +} +#endif + +//////////////////////////////////////////////////////////////////////////////// +// constructors +//////////////////////////////////////////////////////////////////////////////// + +inline __host__ __device__ float2 make_float2(float s) +{ + return make_float2(s, s); +} +inline __host__ __device__ float2 make_float2(float3 a) +{ + return make_float2(a.x, a.y); +} +inline __host__ __device__ float2 make_float2(int2 a) +{ + return make_float2(float(a.x), float(a.y)); +} +inline __host__ __device__ float2 make_float2(uint2 a) +{ + return make_float2(float(a.x), float(a.y)); +} + +inline __host__ __device__ int2 make_int2(int s) +{ + return make_int2(s, s); +} +inline __host__ __device__ int2 make_int2(int3 a) +{ + return make_int2(a.x, a.y); +} +inline __host__ __device__ int2 make_int2(uint2 a) +{ + return make_int2(int(a.x), int(a.y)); +} +inline __host__ __device__ int2 make_int2(float2 a) +{ + return make_int2(int(a.x), int(a.y)); +} + +inline __host__ __device__ uint2 make_uint2(uint s) +{ + return make_uint2(s, s); +} +inline __host__ __device__ uint2 make_uint2(uint3 a) +{ + return make_uint2(a.x, a.y); +} +inline __host__ __device__ uint2 make_uint2(int2 a) +{ + return make_uint2(uint(a.x), uint(a.y)); +} + +inline __host__ __device__ float3 make_float3(float s) +{ + return make_float3(s, s, s); +} +inline __host__ __device__ float3 make_float3(float2 a) +{ + return make_float3(a.x, a.y, 0.0f); +} +inline __host__ __device__ float3 make_float3(float2 a, float s) +{ + return make_float3(a.x, a.y, s); +} +inline __host__ __device__ float3 make_float3(float4 a) +{ + return make_float3(a.x, a.y, a.z); +} +inline __host__ __device__ float3 make_float3(int3 a) +{ + return make_float3(float(a.x), float(a.y), float(a.z)); +} +inline __host__ __device__ float3 make_float3(uint3 a) +{ + return make_float3(float(a.x), float(a.y), float(a.z)); +} + +inline __host__ __device__ int3 make_int3(int s) +{ + return make_int3(s, s, s); +} +inline __host__ __device__ int3 make_int3(int2 a) +{ + return make_int3(a.x, a.y, 0); +} +inline __host__ __device__ int3 make_int3(int2 a, int s) +{ + return make_int3(a.x, a.y, s); +} +inline __host__ __device__ int3 make_int3(uint3 a) +{ + return make_int3(int(a.x), int(a.y), int(a.z)); +} +inline __host__ __device__ int3 make_int3(float3 a) +{ + return make_int3(int(a.x), int(a.y), int(a.z)); +} + +inline __host__ __device__ uint3 make_uint3(uint s) +{ + return make_uint3(s, s, s); +} +inline __host__ __device__ uint3 make_uint3(uint2 a) +{ + return make_uint3(a.x, a.y, 0); +} +inline __host__ __device__ uint3 make_uint3(uint2 a, uint s) +{ + return make_uint3(a.x, a.y, s); +} +inline __host__ __device__ uint3 make_uint3(uint4 a) +{ + return make_uint3(a.x, a.y, a.z); +} +inline __host__ __device__ uint3 make_uint3(int3 a) +{ + return make_uint3(uint(a.x), uint(a.y), uint(a.z)); +} + +inline __host__ __device__ float4 make_float4(float s) +{ + return make_float4(s, s, s, s); +} +inline __host__ __device__ float4 make_float4(float3 a) +{ + return make_float4(a.x, a.y, a.z, 0.0f); +} +inline __host__ __device__ float4 make_float4(float3 a, float w) +{ + return make_float4(a.x, a.y, a.z, w); +} +inline __host__ __device__ float4 make_float4(int4 a) +{ + return make_float4(float(a.x), float(a.y), float(a.z), float(a.w)); +} +inline __host__ __device__ float4 make_float4(uint4 a) +{ + return make_float4(float(a.x), float(a.y), float(a.z), float(a.w)); +} + +inline __host__ __device__ int4 make_int4(int s) +{ + return make_int4(s, s, s, s); +} +inline __host__ __device__ int4 make_int4(int3 a) +{ + return make_int4(a.x, a.y, a.z, 0); +} +inline __host__ __device__ int4 make_int4(int3 a, int w) +{ + return make_int4(a.x, a.y, a.z, w); +} +inline __host__ __device__ int4 make_int4(uint4 a) +{ + return make_int4(int(a.x), int(a.y), int(a.z), int(a.w)); +} +inline __host__ __device__ int4 make_int4(float4 a) +{ + return make_int4(int(a.x), int(a.y), int(a.z), int(a.w)); +} + + +inline __host__ __device__ uint4 make_uint4(uint s) +{ + return make_uint4(s, s, s, s); +} +inline __host__ __device__ uint4 make_uint4(uint3 a) +{ + return make_uint4(a.x, a.y, a.z, 0); +} +inline __host__ __device__ uint4 make_uint4(uint3 a, uint w) +{ + return make_uint4(a.x, a.y, a.z, w); +} +inline __host__ __device__ uint4 make_uint4(int4 a) +{ + return make_uint4(uint(a.x), uint(a.y), uint(a.z), uint(a.w)); +} + +//////////////////////////////////////////////////////////////////////////////// +// negate +//////////////////////////////////////////////////////////////////////////////// + +inline __host__ __device__ float2 operator-(float2 &a) +{ + return make_float2(-a.x, -a.y); +} +inline __host__ __device__ int2 operator-(int2 &a) +{ + return make_int2(-a.x, -a.y); +} +inline __host__ __device__ float3 operator-(float3 &a) +{ + return make_float3(-a.x, -a.y, -a.z); +} +inline __host__ __device__ int3 operator-(int3 &a) +{ + return make_int3(-a.x, -a.y, -a.z); +} +inline __host__ __device__ float4 operator-(float4 &a) +{ + return make_float4(-a.x, -a.y, -a.z, -a.w); +} +inline __host__ __device__ int4 operator-(int4 &a) +{ + return make_int4(-a.x, -a.y, -a.z, -a.w); +} + +//////////////////////////////////////////////////////////////////////////////// +// addition +//////////////////////////////////////////////////////////////////////////////// + +inline __host__ __device__ float2 operator+(float2 a, float2 b) +{ + return make_float2(a.x + b.x, a.y + b.y); +} +inline __host__ __device__ void operator+=(float2 &a, float2 b) +{ + a.x += b.x; + a.y += b.y; +} +inline __host__ __device__ float2 operator+(float2 a, float b) +{ + return make_float2(a.x + b, a.y + b); +} +inline __host__ __device__ float2 operator+(float b, float2 a) +{ + return make_float2(a.x + b, a.y + b); +} +inline __host__ __device__ void operator+=(float2 &a, float b) +{ + a.x += b; + a.y += b; +} + +inline __host__ __device__ int2 operator+(int2 a, int2 b) +{ + return make_int2(a.x + b.x, a.y + b.y); +} +inline __host__ __device__ void operator+=(int2 &a, int2 b) +{ + a.x += b.x; + a.y += b.y; +} +inline __host__ __device__ int2 operator+(int2 a, int b) +{ + return make_int2(a.x + b, a.y + b); +} +inline __host__ __device__ int2 operator+(int b, int2 a) +{ + return make_int2(a.x + b, a.y + b); +} +inline __host__ __device__ void operator+=(int2 &a, int b) +{ + a.x += b; + a.y += b; +} + +inline __host__ __device__ uint2 operator+(uint2 a, uint2 b) +{ + return make_uint2(a.x + b.x, a.y + b.y); +} +inline __host__ __device__ void operator+=(uint2 &a, uint2 b) +{ + a.x += b.x; + a.y += b.y; +} +inline __host__ __device__ uint2 operator+(uint2 a, uint b) +{ + return make_uint2(a.x + b, a.y + b); +} +inline __host__ __device__ uint2 operator+(uint b, uint2 a) +{ + return make_uint2(a.x + b, a.y + b); +} +inline __host__ __device__ void operator+=(uint2 &a, uint b) +{ + a.x += b; + a.y += b; +} + + +inline __host__ __device__ float3 operator+(float3 a, float3 b) +{ + return make_float3(a.x + b.x, a.y + b.y, a.z + b.z); +} +inline __host__ __device__ void operator+=(float3 &a, float3 b) +{ + a.x += b.x; + a.y += b.y; + a.z += b.z; +} +inline __host__ __device__ float3 operator+(float3 a, float b) +{ + return make_float3(a.x + b, a.y + b, a.z + b); +} +inline __host__ __device__ void operator+=(float3 &a, float b) +{ + a.x += b; + a.y += b; + a.z += b; +} + +inline __host__ __device__ int3 operator+(int3 a, int3 b) +{ + return make_int3(a.x + b.x, a.y + b.y, a.z + b.z); +} +inline __host__ __device__ void operator+=(int3 &a, int3 b) +{ + a.x += b.x; + a.y += b.y; + a.z += b.z; +} +inline __host__ __device__ int3 operator+(int3 a, int b) +{ + return make_int3(a.x + b, a.y + b, a.z + b); +} +inline __host__ __device__ void operator+=(int3 &a, int b) +{ + a.x += b; + a.y += b; + a.z += b; +} + +inline __host__ __device__ uint3 operator+(uint3 a, uint3 b) +{ + return make_uint3(a.x + b.x, a.y + b.y, a.z + b.z); +} +inline __host__ __device__ void operator+=(uint3 &a, uint3 b) +{ + a.x += b.x; + a.y += b.y; + a.z += b.z; +} +inline __host__ __device__ uint3 operator+(uint3 a, uint b) +{ + return make_uint3(a.x + b, a.y + b, a.z + b); +} +inline __host__ __device__ void operator+=(uint3 &a, uint b) +{ + a.x += b; + a.y += b; + a.z += b; +} + +inline __host__ __device__ int3 operator+(int b, int3 a) +{ + return make_int3(a.x + b, a.y + b, a.z + b); +} +inline __host__ __device__ uint3 operator+(uint b, uint3 a) +{ + return make_uint3(a.x + b, a.y + b, a.z + b); +} +inline __host__ __device__ float3 operator+(float b, float3 a) +{ + return make_float3(a.x + b, a.y + b, a.z + b); +} + +inline __host__ __device__ float4 operator+(float4 a, float4 b) +{ + return make_float4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); +} +inline __host__ __device__ void operator+=(float4 &a, float4 b) +{ + a.x += b.x; + a.y += b.y; + a.z += b.z; + a.w += b.w; +} +inline __host__ __device__ float4 operator+(float4 a, float b) +{ + return make_float4(a.x + b, a.y + b, a.z + b, a.w + b); +} +inline __host__ __device__ float4 operator+(float b, float4 a) +{ + return make_float4(a.x + b, a.y + b, a.z + b, a.w + b); +} +inline __host__ __device__ void operator+=(float4 &a, float b) +{ + a.x += b; + a.y += b; + a.z += b; + a.w += b; +} + +inline __host__ __device__ int4 operator+(int4 a, int4 b) +{ + return make_int4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); +} +inline __host__ __device__ void operator+=(int4 &a, int4 b) +{ + a.x += b.x; + a.y += b.y; + a.z += b.z; + a.w += b.w; +} +inline __host__ __device__ int4 operator+(int4 a, int b) +{ + return make_int4(a.x + b, a.y + b, a.z + b, a.w + b); +} +inline __host__ __device__ int4 operator+(int b, int4 a) +{ + return make_int4(a.x + b, a.y + b, a.z + b, a.w + b); +} +inline __host__ __device__ void operator+=(int4 &a, int b) +{ + a.x += b; + a.y += b; + a.z += b; + a.w += b; +} + +inline __host__ __device__ uint4 operator+(uint4 a, uint4 b) +{ + return make_uint4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); +} +inline __host__ __device__ void operator+=(uint4 &a, uint4 b) +{ + a.x += b.x; + a.y += b.y; + a.z += b.z; + a.w += b.w; +} +inline __host__ __device__ uint4 operator+(uint4 a, uint b) +{ + return make_uint4(a.x + b, a.y + b, a.z + b, a.w + b); +} +inline __host__ __device__ uint4 operator+(uint b, uint4 a) +{ + return make_uint4(a.x + b, a.y + b, a.z + b, a.w + b); +} +inline __host__ __device__ void operator+=(uint4 &a, uint b) +{ + a.x += b; + a.y += b; + a.z += b; + a.w += b; +} + +//////////////////////////////////////////////////////////////////////////////// +// subtract +//////////////////////////////////////////////////////////////////////////////// + +inline __host__ __device__ float2 operator-(float2 a, float2 b) +{ + return make_float2(a.x - b.x, a.y - b.y); +} +inline __host__ __device__ void operator-=(float2 &a, float2 b) +{ + a.x -= b.x; + a.y -= b.y; +} +inline __host__ __device__ float2 operator-(float2 a, float b) +{ + return make_float2(a.x - b, a.y - b); +} +inline __host__ __device__ float2 operator-(float b, float2 a) +{ + return make_float2(b - a.x, b - a.y); +} +inline __host__ __device__ void operator-=(float2 &a, float b) +{ + a.x -= b; + a.y -= b; +} + +inline __host__ __device__ int2 operator-(int2 a, int2 b) +{ + return make_int2(a.x - b.x, a.y - b.y); +} +inline __host__ __device__ void operator-=(int2 &a, int2 b) +{ + a.x -= b.x; + a.y -= b.y; +} +inline __host__ __device__ int2 operator-(int2 a, int b) +{ + return make_int2(a.x - b, a.y - b); +} +inline __host__ __device__ int2 operator-(int b, int2 a) +{ + return make_int2(b - a.x, b - a.y); +} +inline __host__ __device__ void operator-=(int2 &a, int b) +{ + a.x -= b; + a.y -= b; +} + +inline __host__ __device__ uint2 operator-(uint2 a, uint2 b) +{ + return make_uint2(a.x - b.x, a.y - b.y); +} +inline __host__ __device__ void operator-=(uint2 &a, uint2 b) +{ + a.x -= b.x; + a.y -= b.y; +} +inline __host__ __device__ uint2 operator-(uint2 a, uint b) +{ + return make_uint2(a.x - b, a.y - b); +} +inline __host__ __device__ uint2 operator-(uint b, uint2 a) +{ + return make_uint2(b - a.x, b - a.y); +} +inline __host__ __device__ void operator-=(uint2 &a, uint b) +{ + a.x -= b; + a.y -= b; +} + +inline __host__ __device__ float3 operator-(float3 a, float3 b) +{ + return make_float3(a.x - b.x, a.y - b.y, a.z - b.z); +} +inline __host__ __device__ void operator-=(float3 &a, float3 b) +{ + a.x -= b.x; + a.y -= b.y; + a.z -= b.z; +} +inline __host__ __device__ float3 operator-(float3 a, float b) +{ + return make_float3(a.x - b, a.y - b, a.z - b); +} +inline __host__ __device__ float3 operator-(float b, float3 a) +{ + return make_float3(b - a.x, b - a.y, b - a.z); +} +inline __host__ __device__ void operator-=(float3 &a, float b) +{ + a.x -= b; + a.y -= b; + a.z -= b; +} + +inline __host__ __device__ int3 operator-(int3 a, int3 b) +{ + return make_int3(a.x - b.x, a.y - b.y, a.z - b.z); +} +inline __host__ __device__ void operator-=(int3 &a, int3 b) +{ + a.x -= b.x; + a.y -= b.y; + a.z -= b.z; +} +inline __host__ __device__ int3 operator-(int3 a, int b) +{ + return make_int3(a.x - b, a.y - b, a.z - b); +} +inline __host__ __device__ int3 operator-(int b, int3 a) +{ + return make_int3(b - a.x, b - a.y, b - a.z); +} +inline __host__ __device__ void operator-=(int3 &a, int b) +{ + a.x -= b; + a.y -= b; + a.z -= b; +} + +inline __host__ __device__ uint3 operator-(uint3 a, uint3 b) +{ + return make_uint3(a.x - b.x, a.y - b.y, a.z - b.z); +} +inline __host__ __device__ void operator-=(uint3 &a, uint3 b) +{ + a.x -= b.x; + a.y -= b.y; + a.z -= b.z; +} +inline __host__ __device__ uint3 operator-(uint3 a, uint b) +{ + return make_uint3(a.x - b, a.y - b, a.z - b); +} +inline __host__ __device__ uint3 operator-(uint b, uint3 a) +{ + return make_uint3(b - a.x, b - a.y, b - a.z); +} +inline __host__ __device__ void operator-=(uint3 &a, uint b) +{ + a.x -= b; + a.y -= b; + a.z -= b; +} + +inline __host__ __device__ float4 operator-(float4 a, float4 b) +{ + return make_float4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); +} +inline __host__ __device__ void operator-=(float4 &a, float4 b) +{ + a.x -= b.x; + a.y -= b.y; + a.z -= b.z; + a.w -= b.w; +} +inline __host__ __device__ float4 operator-(float4 a, float b) +{ + return make_float4(a.x - b, a.y - b, a.z - b, a.w - b); +} +inline __host__ __device__ void operator-=(float4 &a, float b) +{ + a.x -= b; + a.y -= b; + a.z -= b; + a.w -= b; +} + +inline __host__ __device__ int4 operator-(int4 a, int4 b) +{ + return make_int4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); +} +inline __host__ __device__ void operator-=(int4 &a, int4 b) +{ + a.x -= b.x; + a.y -= b.y; + a.z -= b.z; + a.w -= b.w; +} +inline __host__ __device__ int4 operator-(int4 a, int b) +{ + return make_int4(a.x - b, a.y - b, a.z - b, a.w - b); +} +inline __host__ __device__ int4 operator-(int b, int4 a) +{ + return make_int4(b - a.x, b - a.y, b - a.z, b - a.w); +} +inline __host__ __device__ void operator-=(int4 &a, int b) +{ + a.x -= b; + a.y -= b; + a.z -= b; + a.w -= b; +} + +inline __host__ __device__ uint4 operator-(uint4 a, uint4 b) +{ + return make_uint4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); +} +inline __host__ __device__ void operator-=(uint4 &a, uint4 b) +{ + a.x -= b.x; + a.y -= b.y; + a.z -= b.z; + a.w -= b.w; +} +inline __host__ __device__ uint4 operator-(uint4 a, uint b) +{ + return make_uint4(a.x - b, a.y - b, a.z - b, a.w - b); +} +inline __host__ __device__ uint4 operator-(uint b, uint4 a) +{ + return make_uint4(b - a.x, b - a.y, b - a.z, b - a.w); +} +inline __host__ __device__ void operator-=(uint4 &a, uint b) +{ + a.x -= b; + a.y -= b; + a.z -= b; + a.w -= b; +} + +//////////////////////////////////////////////////////////////////////////////// +// multiply +//////////////////////////////////////////////////////////////////////////////// + +inline __host__ __device__ float2 operator*(float2 a, float2 b) +{ + return make_float2(a.x * b.x, a.y * b.y); +} +inline __host__ __device__ void operator*=(float2 &a, float2 b) +{ + a.x *= b.x; + a.y *= b.y; +} +inline __host__ __device__ float2 operator*(float2 a, float b) +{ + return make_float2(a.x * b, a.y * b); +} +inline __host__ __device__ float2 operator*(float b, float2 a) +{ + return make_float2(b * a.x, b * a.y); +} +inline __host__ __device__ void operator*=(float2 &a, float b) +{ + a.x *= b; + a.y *= b; +} + +inline __host__ __device__ int2 operator*(int2 a, int2 b) +{ + return make_int2(a.x * b.x, a.y * b.y); +} +inline __host__ __device__ void operator*=(int2 &a, int2 b) +{ + a.x *= b.x; + a.y *= b.y; +} +inline __host__ __device__ int2 operator*(int2 a, int b) +{ + return make_int2(a.x * b, a.y * b); +} +inline __host__ __device__ int2 operator*(int b, int2 a) +{ + return make_int2(b * a.x, b * a.y); +} +inline __host__ __device__ void operator*=(int2 &a, int b) +{ + a.x *= b; + a.y *= b; +} + +inline __host__ __device__ uint2 operator*(uint2 a, uint2 b) +{ + return make_uint2(a.x * b.x, a.y * b.y); +} +inline __host__ __device__ void operator*=(uint2 &a, uint2 b) +{ + a.x *= b.x; + a.y *= b.y; +} +inline __host__ __device__ uint2 operator*(uint2 a, uint b) +{ + return make_uint2(a.x * b, a.y * b); +} +inline __host__ __device__ uint2 operator*(uint b, uint2 a) +{ + return make_uint2(b * a.x, b * a.y); +} +inline __host__ __device__ void operator*=(uint2 &a, uint b) +{ + a.x *= b; + a.y *= b; +} + +inline __host__ __device__ float3 operator*(float3 a, float3 b) +{ + return make_float3(a.x * b.x, a.y * b.y, a.z * b.z); +} +inline __host__ __device__ void operator*=(float3 &a, float3 b) +{ + a.x *= b.x; + a.y *= b.y; + a.z *= b.z; +} +inline __host__ __device__ float3 operator*(float3 a, float b) +{ + return make_float3(a.x * b, a.y * b, a.z * b); +} +inline __host__ __device__ float3 operator*(float b, float3 a) +{ + return make_float3(b * a.x, b * a.y, b * a.z); +} +inline __host__ __device__ void operator*=(float3 &a, float b) +{ + a.x *= b; + a.y *= b; + a.z *= b; +} + +inline __host__ __device__ int3 operator*(int3 a, int3 b) +{ + return make_int3(a.x * b.x, a.y * b.y, a.z * b.z); +} +inline __host__ __device__ void operator*=(int3 &a, int3 b) +{ + a.x *= b.x; + a.y *= b.y; + a.z *= b.z; +} +inline __host__ __device__ int3 operator*(int3 a, int b) +{ + return make_int3(a.x * b, a.y * b, a.z * b); +} +inline __host__ __device__ int3 operator*(int b, int3 a) +{ + return make_int3(b * a.x, b * a.y, b * a.z); +} +inline __host__ __device__ void operator*=(int3 &a, int b) +{ + a.x *= b; + a.y *= b; + a.z *= b; +} + +inline __host__ __device__ uint3 operator*(uint3 a, uint3 b) +{ + return make_uint3(a.x * b.x, a.y * b.y, a.z * b.z); +} +inline __host__ __device__ void operator*=(uint3 &a, uint3 b) +{ + a.x *= b.x; + a.y *= b.y; + a.z *= b.z; +} +inline __host__ __device__ uint3 operator*(uint3 a, uint b) +{ + return make_uint3(a.x * b, a.y * b, a.z * b); +} +inline __host__ __device__ uint3 operator*(uint b, uint3 a) +{ + return make_uint3(b * a.x, b * a.y, b * a.z); +} +inline __host__ __device__ void operator*=(uint3 &a, uint b) +{ + a.x *= b; + a.y *= b; + a.z *= b; +} + +inline __host__ __device__ float4 operator*(float4 a, float4 b) +{ + return make_float4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); +} +inline __host__ __device__ void operator*=(float4 &a, float4 b) +{ + a.x *= b.x; + a.y *= b.y; + a.z *= b.z; + a.w *= b.w; +} +inline __host__ __device__ float4 operator*(float4 a, float b) +{ + return make_float4(a.x * b, a.y * b, a.z * b, a.w * b); +} +inline __host__ __device__ float4 operator*(float b, float4 a) +{ + return make_float4(b * a.x, b * a.y, b * a.z, b * a.w); +} +inline __host__ __device__ void operator*=(float4 &a, float b) +{ + a.x *= b; + a.y *= b; + a.z *= b; + a.w *= b; +} + +inline __host__ __device__ int4 operator*(int4 a, int4 b) +{ + return make_int4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); +} +inline __host__ __device__ void operator*=(int4 &a, int4 b) +{ + a.x *= b.x; + a.y *= b.y; + a.z *= b.z; + a.w *= b.w; +} +inline __host__ __device__ int4 operator*(int4 a, int b) +{ + return make_int4(a.x * b, a.y * b, a.z * b, a.w * b); +} +inline __host__ __device__ int4 operator*(int b, int4 a) +{ + return make_int4(b * a.x, b * a.y, b * a.z, b * a.w); +} +inline __host__ __device__ void operator*=(int4 &a, int b) +{ + a.x *= b; + a.y *= b; + a.z *= b; + a.w *= b; +} + +inline __host__ __device__ uint4 operator*(uint4 a, uint4 b) +{ + return make_uint4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); +} +inline __host__ __device__ void operator*=(uint4 &a, uint4 b) +{ + a.x *= b.x; + a.y *= b.y; + a.z *= b.z; + a.w *= b.w; +} +inline __host__ __device__ uint4 operator*(uint4 a, uint b) +{ + return make_uint4(a.x * b, a.y * b, a.z * b, a.w * b); +} +inline __host__ __device__ uint4 operator*(uint b, uint4 a) +{ + return make_uint4(b * a.x, b * a.y, b * a.z, b * a.w); +} +inline __host__ __device__ void operator*=(uint4 &a, uint b) +{ + a.x *= b; + a.y *= b; + a.z *= b; + a.w *= b; +} + +//////////////////////////////////////////////////////////////////////////////// +// divide +//////////////////////////////////////////////////////////////////////////////// + +inline __host__ __device__ float2 operator/(float2 a, float2 b) +{ + return make_float2(a.x / b.x, a.y / b.y); +} +inline __host__ __device__ void operator/=(float2 &a, float2 b) +{ + a.x /= b.x; + a.y /= b.y; +} +inline __host__ __device__ float2 operator/(float2 a, float b) +{ + return make_float2(a.x / b, a.y / b); +} +inline __host__ __device__ void operator/=(float2 &a, float b) +{ + a.x /= b; + a.y /= b; +} +inline __host__ __device__ float2 operator/(float b, float2 a) +{ + return make_float2(b / a.x, b / a.y); +} + +inline __host__ __device__ float3 operator/(float3 a, float3 b) +{ + return make_float3(a.x / b.x, a.y / b.y, a.z / b.z); +} +inline __host__ __device__ void operator/=(float3 &a, float3 b) +{ + a.x /= b.x; + a.y /= b.y; + a.z /= b.z; +} +inline __host__ __device__ float3 operator/(float3 a, float b) +{ + return make_float3(a.x / b, a.y / b, a.z / b); +} +inline __host__ __device__ void operator/=(float3 &a, float b) +{ + a.x /= b; + a.y /= b; + a.z /= b; +} +inline __host__ __device__ float3 operator/(float b, float3 a) +{ + return make_float3(b / a.x, b / a.y, b / a.z); +} + +inline __host__ __device__ float4 operator/(float4 a, float4 b) +{ + return make_float4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w); +} +inline __host__ __device__ void operator/=(float4 &a, float4 b) +{ + a.x /= b.x; + a.y /= b.y; + a.z /= b.z; + a.w /= b.w; +} +inline __host__ __device__ float4 operator/(float4 a, float b) +{ + return make_float4(a.x / b, a.y / b, a.z / b, a.w / b); +} +inline __host__ __device__ void operator/=(float4 &a, float b) +{ + a.x /= b; + a.y /= b; + a.z /= b; + a.w /= b; +} +inline __host__ __device__ float4 operator/(float b, float4 a) +{ + return make_float4(b / a.x, b / a.y, b / a.z, b / a.w); +} + +//////////////////////////////////////////////////////////////////////////////// +// min +//////////////////////////////////////////////////////////////////////////////// + +inline __host__ __device__ float2 fminf(float2 a, float2 b) +{ + return make_float2(fminf(a.x,b.x), fminf(a.y,b.y)); +} +inline __host__ __device__ float3 fminf(float3 a, float3 b) +{ + return make_float3(fminf(a.x,b.x), fminf(a.y,b.y), fminf(a.z,b.z)); +} +inline __host__ __device__ float4 fminf(float4 a, float4 b) +{ + return make_float4(fminf(a.x,b.x), fminf(a.y,b.y), fminf(a.z,b.z), fminf(a.w,b.w)); +} + +inline __host__ __device__ int2 min(int2 a, int2 b) +{ + return make_int2(min(a.x,b.x), min(a.y,b.y)); +} +inline __host__ __device__ int3 min(int3 a, int3 b) +{ + return make_int3(min(a.x,b.x), min(a.y,b.y), min(a.z,b.z)); +} +inline __host__ __device__ int4 min(int4 a, int4 b) +{ + return make_int4(min(a.x,b.x), min(a.y,b.y), min(a.z,b.z), min(a.w,b.w)); +} + +inline __host__ __device__ uint2 min(uint2 a, uint2 b) +{ + return make_uint2(min(a.x,b.x), min(a.y,b.y)); +} +inline __host__ __device__ uint3 min(uint3 a, uint3 b) +{ + return make_uint3(min(a.x,b.x), min(a.y,b.y), min(a.z,b.z)); +} +inline __host__ __device__ uint4 min(uint4 a, uint4 b) +{ + return make_uint4(min(a.x,b.x), min(a.y,b.y), min(a.z,b.z), min(a.w,b.w)); +} + +//////////////////////////////////////////////////////////////////////////////// +// max +//////////////////////////////////////////////////////////////////////////////// + +inline __host__ __device__ float2 fmaxf(float2 a, float2 b) +{ + return make_float2(fmaxf(a.x,b.x), fmaxf(a.y,b.y)); +} +inline __host__ __device__ float3 fmaxf(float3 a, float3 b) +{ + return make_float3(fmaxf(a.x,b.x), fmaxf(a.y,b.y), fmaxf(a.z,b.z)); +} +inline __host__ __device__ float4 fmaxf(float4 a, float4 b) +{ + return make_float4(fmaxf(a.x,b.x), fmaxf(a.y,b.y), fmaxf(a.z,b.z), fmaxf(a.w,b.w)); +} + +inline __host__ __device__ int2 max(int2 a, int2 b) +{ + return make_int2(max(a.x,b.x), max(a.y,b.y)); +} +inline __host__ __device__ int3 max(int3 a, int3 b) +{ + return make_int3(max(a.x,b.x), max(a.y,b.y), max(a.z,b.z)); +} +inline __host__ __device__ int4 max(int4 a, int4 b) +{ + return make_int4(max(a.x,b.x), max(a.y,b.y), max(a.z,b.z), max(a.w,b.w)); +} + +inline __host__ __device__ uint2 max(uint2 a, uint2 b) +{ + return make_uint2(max(a.x,b.x), max(a.y,b.y)); +} +inline __host__ __device__ uint3 max(uint3 a, uint3 b) +{ + return make_uint3(max(a.x,b.x), max(a.y,b.y), max(a.z,b.z)); +} +inline __host__ __device__ uint4 max(uint4 a, uint4 b) +{ + return make_uint4(max(a.x,b.x), max(a.y,b.y), max(a.z,b.z), max(a.w,b.w)); +} + +//////////////////////////////////////////////////////////////////////////////// +// lerp +// - linear interpolation between a and b, based on value t in [0, 1] range +//////////////////////////////////////////////////////////////////////////////// + +inline __device__ __host__ float lerp(float a, float b, float t) +{ + return a + t*(b-a); +} +inline __device__ __host__ float2 lerp(float2 a, float2 b, float t) +{ + return a + t*(b-a); +} +inline __device__ __host__ float3 lerp(float3 a, float3 b, float t) +{ + return a + t*(b-a); +} +inline __device__ __host__ float4 lerp(float4 a, float4 b, float t) +{ + return a + t*(b-a); +} + +//////////////////////////////////////////////////////////////////////////////// +// clamp +// - clamp the value v to be in the range [a, b] +//////////////////////////////////////////////////////////////////////////////// + +inline __device__ __host__ float clamp(float f, float a, float b) +{ + return fmaxf(a, fminf(f, b)); +} +inline __device__ __host__ int clamp(int f, int a, int b) +{ + return max(a, min(f, b)); +} +inline __device__ __host__ uint clamp(uint f, uint a, uint b) +{ + return max(a, min(f, b)); +} + +inline __device__ __host__ float2 clamp(float2 v, float a, float b) +{ + return make_float2(clamp(v.x, a, b), clamp(v.y, a, b)); +} +inline __device__ __host__ float2 clamp(float2 v, float2 a, float2 b) +{ + return make_float2(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y)); +} +inline __device__ __host__ float3 clamp(float3 v, float a, float b) +{ + return make_float3(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b)); +} +inline __device__ __host__ float3 clamp(float3 v, float3 a, float3 b) +{ + return make_float3(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z)); +} +inline __device__ __host__ float4 clamp(float4 v, float a, float b) +{ + return make_float4(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b), clamp(v.w, a, b)); +} +inline __device__ __host__ float4 clamp(float4 v, float4 a, float4 b) +{ + return make_float4(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z), clamp(v.w, a.w, b.w)); +} + +inline __device__ __host__ int2 clamp(int2 v, int a, int b) +{ + return make_int2(clamp(v.x, a, b), clamp(v.y, a, b)); +} +inline __device__ __host__ int2 clamp(int2 v, int2 a, int2 b) +{ + return make_int2(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y)); +} +inline __device__ __host__ int3 clamp(int3 v, int a, int b) +{ + return make_int3(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b)); +} +inline __device__ __host__ int3 clamp(int3 v, int3 a, int3 b) +{ + return make_int3(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z)); +} +inline __device__ __host__ int4 clamp(int4 v, int a, int b) +{ + return make_int4(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b), clamp(v.w, a, b)); +} +inline __device__ __host__ int4 clamp(int4 v, int4 a, int4 b) +{ + return make_int4(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z), clamp(v.w, a.w, b.w)); +} + +inline __device__ __host__ uint2 clamp(uint2 v, uint a, uint b) +{ + return make_uint2(clamp(v.x, a, b), clamp(v.y, a, b)); +} +inline __device__ __host__ uint2 clamp(uint2 v, uint2 a, uint2 b) +{ + return make_uint2(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y)); +} +inline __device__ __host__ uint3 clamp(uint3 v, uint a, uint b) +{ + return make_uint3(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b)); +} +inline __device__ __host__ uint3 clamp(uint3 v, uint3 a, uint3 b) +{ + return make_uint3(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z)); +} +inline __device__ __host__ uint4 clamp(uint4 v, uint a, uint b) +{ + return make_uint4(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b), clamp(v.w, a, b)); +} +inline __device__ __host__ uint4 clamp(uint4 v, uint4 a, uint4 b) +{ + return make_uint4(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z), clamp(v.w, a.w, b.w)); +} + +//////////////////////////////////////////////////////////////////////////////// +// dot product +//////////////////////////////////////////////////////////////////////////////// + +inline __host__ __device__ float dot(float2 a, float2 b) +{ + return a.x * b.x + a.y * b.y; +} +inline __host__ __device__ float dot(float3 a, float3 b) +{ + return a.x * b.x + a.y * b.y + a.z * b.z; +} +inline __host__ __device__ float dot(float4 a, float4 b) +{ + return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; +} + +inline __host__ __device__ int dot(int2 a, int2 b) +{ + return a.x * b.x + a.y * b.y; +} +inline __host__ __device__ int dot(int3 a, int3 b) +{ + return a.x * b.x + a.y * b.y + a.z * b.z; +} +inline __host__ __device__ int dot(int4 a, int4 b) +{ + return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; +} + +inline __host__ __device__ uint dot(uint2 a, uint2 b) +{ + return a.x * b.x + a.y * b.y; +} +inline __host__ __device__ uint dot(uint3 a, uint3 b) +{ + return a.x * b.x + a.y * b.y + a.z * b.z; +} +inline __host__ __device__ uint dot(uint4 a, uint4 b) +{ + return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; +} + +//////////////////////////////////////////////////////////////////////////////// +// length +//////////////////////////////////////////////////////////////////////////////// + +inline __host__ __device__ float length(float2 v) +{ + return sqrtf(dot(v, v)); +} +inline __host__ __device__ float length(float3 v) +{ + return sqrtf(dot(v, v)); +} +inline __host__ __device__ float length(float4 v) +{ + return sqrtf(dot(v, v)); +} + +//////////////////////////////////////////////////////////////////////////////// +// normalize +//////////////////////////////////////////////////////////////////////////////// + +inline __host__ __device__ float2 normalize(float2 v) +{ + float invLen = rsqrtf(dot(v, v)); + return v * invLen; +} +inline __host__ __device__ float3 normalize(float3 v) +{ + float invLen = rsqrtf(dot(v, v)); + return v * invLen; +} +inline __host__ __device__ float4 normalize(float4 v) +{ + float invLen = rsqrtf(dot(v, v)); + return v * invLen; +} + +//////////////////////////////////////////////////////////////////////////////// +// floor +//////////////////////////////////////////////////////////////////////////////// + +inline __host__ __device__ float2 floorf(float2 v) +{ + return make_float2(floorf(v.x), floorf(v.y)); +} +inline __host__ __device__ float3 floorf(float3 v) +{ + return make_float3(floorf(v.x), floorf(v.y), floorf(v.z)); +} +inline __host__ __device__ float4 floorf(float4 v) +{ + return make_float4(floorf(v.x), floorf(v.y), floorf(v.z), floorf(v.w)); +} + +//////////////////////////////////////////////////////////////////////////////// +// frac - returns the fractional portion of a scalar or each vector component +//////////////////////////////////////////////////////////////////////////////// + +inline __host__ __device__ float fracf(float v) +{ + return v - floorf(v); +} +inline __host__ __device__ float2 fracf(float2 v) +{ + return make_float2(fracf(v.x), fracf(v.y)); +} +inline __host__ __device__ float3 fracf(float3 v) +{ + return make_float3(fracf(v.x), fracf(v.y), fracf(v.z)); +} +inline __host__ __device__ float4 fracf(float4 v) +{ + return make_float4(fracf(v.x), fracf(v.y), fracf(v.z), fracf(v.w)); +} + +//////////////////////////////////////////////////////////////////////////////// +// fmod +//////////////////////////////////////////////////////////////////////////////// + +inline __host__ __device__ float2 fmodf(float2 a, float2 b) +{ + return make_float2(fmodf(a.x, b.x), fmodf(a.y, b.y)); +} +inline __host__ __device__ float3 fmodf(float3 a, float3 b) +{ + return make_float3(fmodf(a.x, b.x), fmodf(a.y, b.y), fmodf(a.z, b.z)); +} +inline __host__ __device__ float4 fmodf(float4 a, float4 b) +{ + return make_float4(fmodf(a.x, b.x), fmodf(a.y, b.y), fmodf(a.z, b.z), fmodf(a.w, b.w)); +} + +//////////////////////////////////////////////////////////////////////////////// +// absolute value +//////////////////////////////////////////////////////////////////////////////// + +inline __host__ __device__ float2 fabs(float2 v) +{ + return make_float2(fabs(v.x), fabs(v.y)); +} +inline __host__ __device__ float3 fabs(float3 v) +{ + return make_float3(fabs(v.x), fabs(v.y), fabs(v.z)); +} +inline __host__ __device__ float4 fabs(float4 v) +{ + return make_float4(fabs(v.x), fabs(v.y), fabs(v.z), fabs(v.w)); +} + +inline __host__ __device__ int2 abs(int2 v) +{ + return make_int2(abs(v.x), abs(v.y)); +} +inline __host__ __device__ int3 abs(int3 v) +{ + return make_int3(abs(v.x), abs(v.y), abs(v.z)); +} +inline __host__ __device__ int4 abs(int4 v) +{ + return make_int4(abs(v.x), abs(v.y), abs(v.z), abs(v.w)); +} + +//////////////////////////////////////////////////////////////////////////////// +// reflect +// - returns reflection of incident ray I around surface normal N +// - N should be normalized, reflected vector's length is equal to length of I +//////////////////////////////////////////////////////////////////////////////// + +inline __host__ __device__ float3 reflect(float3 i, float3 n) +{ + return i - 2.0f * n * dot(n,i); +} + +//////////////////////////////////////////////////////////////////////////////// +// cross product +//////////////////////////////////////////////////////////////////////////////// + +inline __host__ __device__ float3 cross(float3 a, float3 b) +{ + return make_float3(a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x); +} + +//////////////////////////////////////////////////////////////////////////////// +// smoothstep +// - returns 0 if x < a +// - returns 1 if x > b +// - otherwise returns smooth interpolation between 0 and 1 based on x +//////////////////////////////////////////////////////////////////////////////// + +inline __device__ __host__ float smoothstep(float a, float b, float x) +{ + float y = clamp((x - a) / (b - a), 0.0f, 1.0f); + return (y*y*(3.0f - (2.0f*y))); +} +inline __device__ __host__ float2 smoothstep(float2 a, float2 b, float2 x) +{ + float2 y = clamp((x - a) / (b - a), 0.0f, 1.0f); + return (y*y*(make_float2(3.0f) - (make_float2(2.0f)*y))); +} +inline __device__ __host__ float3 smoothstep(float3 a, float3 b, float3 x) +{ + float3 y = clamp((x - a) / (b - a), 0.0f, 1.0f); + return (y*y*(make_float3(3.0f) - (make_float3(2.0f)*y))); +} +inline __device__ __host__ float4 smoothstep(float4 a, float4 b, float4 x) +{ + float4 y = clamp((x - a) / (b - a), 0.0f, 1.0f); + return (y*y*(make_float4(3.0f) - (make_float4(2.0f)*y))); +} + +#endif @@ -0,0 +1,23 @@ +#include <stdio.h> +#include "raylib.h" + +int main() { + const int size_x = 1920; + const int size_y = 1080; + Image image = GenImageColor(size_x, size_y, BLUE); + + InitWindow(size_x, size_y, "cuda teseteroni"); + + + + + if(!IsWindowFullscreen()) ToggleFullscreen(); + + while(!WindowShouldClose()) { + BeginDrawing(); + DrawTexture(LoadTextureFromImage(image), 0, 0, WHITE); + EndDrawing(); + } + + return 0; +} @@ -0,0 +1,6 @@ +#include "include/helper_math.h" +__global__ void random_noise(double **image) { + int2 unnormalized_coordinates = make_int2(blockDim.x, blockDim.y) * make_int2(blockIdx.x, blockIdx.y) + make_int2(threadIdx.x, threadIdx.y); + int2 img_res = make_int2(blockDim.x, blockDim.y) * make_int2(gridDim.x, gridDim.y);//could move out of kernel for performance boost + +} diff --git a/makefile b/makefile new file mode 100644 index 0000000..c2e4c4e --- /dev/null +++ b/makefile @@ -0,0 +1,11 @@ +LIBS = -lraylib -lGL -lm -lpthread -ldl -lrt -lX11 +$CC = gcc +make: + $(CC) $(LIBS) main.c -o build/main.o + nvcc --compile main.cu -o build/kernel.o + gcc -o indigo_worlds main.o kernel.o + +clean: + rm -r build/* + + |