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diff --git a/patches/astra-toolbox-approximate-projectors/par3d_bp.cu b/patches/astra-toolbox-approximate-projectors/par3d_bp.cu
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+/*
+-----------------------------------------------------------------------
+Copyright: 2010-2021, imec Vision Lab, University of Antwerp
+ 2014-2021, CWI, Amsterdam
+
+Contact: astra@astra-toolbox.com
+Website: http://www.astra-toolbox.com/
+
+This file is part of the ASTRA Toolbox.
+
+
+The ASTRA Toolbox is free software: you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation, either version 3 of the License, or
+(at your option) any later version.
+
+The ASTRA Toolbox is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with the ASTRA Toolbox. If not, see <http://www.gnu.org/licenses/>.
+
+-----------------------------------------------------------------------
+*/
+
+#include "astra/cuda/3d/util3d.h"
+#include "astra/cuda/3d/dims3d.h"
+
+#include <cstdio>
+#include <cassert>
+#include <iostream>
+#include <list>
+
+#include <cuda.h>
+
+namespace astraCUDA3d {
+
+static const unsigned int g_volBlockZ = 6;
+
+static const unsigned int g_anglesPerBlock = 32;
+static const unsigned int g_volBlockX = 16;
+static const unsigned int g_volBlockY = 32;
+
+static const unsigned g_MaxAngles = 1024;
+
+struct DevPar3DParams {
+ float4 fNumU;
+ float4 fNumV;
+};
+
+__constant__ DevPar3DParams gC_C[g_MaxAngles];
+__constant__ float gC_scale[g_MaxAngles];
+
+
+#include "rounding.h"
+
+template<unsigned int ZSIZE>
+__global__ void dev_par3D_BP(void* D_volData, unsigned int volPitch, cudaTextureObject_t tex, int startAngle, int angleOffset, const SDimensions3D dims, float fOutputScale)
+{
+ float* volData = (float*)D_volData;
+
+ int endAngle = startAngle + g_anglesPerBlock;
+ if (endAngle > dims.iProjAngles - angleOffset)
+ endAngle = dims.iProjAngles - angleOffset;
+
+ // threadIdx: x = rel x
+ // y = rel y
+
+ // blockIdx: x = x + y
+ // y = z
+
+
+ const int X = blockIdx.x % ((dims.iVolX+g_volBlockX-1)/g_volBlockX) * g_volBlockX + threadIdx.x;
+ const int Y = blockIdx.x / ((dims.iVolX+g_volBlockX-1)/g_volBlockX) * g_volBlockY + threadIdx.y;
+
+ if (X >= dims.iVolX)
+ return;
+ if (Y >= dims.iVolY)
+ return;
+
+ const int startZ = blockIdx.y * g_volBlockZ;
+
+ float fX = X - 0.5f*dims.iVolX + 0.5f;
+ float fY = Y - 0.5f*dims.iVolY + 0.5f;
+ float fZ = startZ - 0.5f*dims.iVolZ + 0.5f;
+
+ float Z[ZSIZE];
+ for(int i=0; i < ZSIZE; i++)
+ Z[i] = 0.0f;
+
+ {
+ float fAngle = startAngle + angleOffset + 0.5f;
+
+ for (int angle = startAngle; angle < endAngle; ++angle, fAngle += 1.0f)
+ {
+
+ float4 fCu = gC_C[angle].fNumU;
+ float4 fCv = gC_C[angle].fNumV;
+ float fS = gC_scale[angle];
+
+ float fU = fCu.w + fX * fCu.x + fY * fCu.y + fZ * fCu.z;
+ float fV = fCv.w + fX * fCv.x + fY * fCv.y + fZ * fCv.z;
+// printf("%f %f\n", fU, fV);
+
+ for (int idx = 0; idx < ZSIZE; ++idx) {
+ float fVal;
+ textype h5 = texto(0.5f);
+ textype fU_ = texto(fU);
+ textype fUf_ = texto(floor(fU));
+ float fUf = floor(fU);
+
+ if ((fU - fUf) < 0.5f) {
+ textype fVal1 = texto(tex3D<float>(tex, fUf - 0.5f, fAngle, fV));
+ textype fVal2 = texto(tex3D<float>(tex, fUf + 0.5f, fAngle, fV));
+ fVal = texfrom(fVal1 + (fU_ + h5 - fUf_) * (fVal2 - fVal1));
+ } else {
+ textype fVal1 = texto(tex3D<float>(tex, fUf + 0.5f, fAngle, fV));
+ textype fVal2 = texto(tex3D<float>(tex, fUf + 1.5f, fAngle, fV));
+ fVal = texfrom(fVal1 + (fU_ - h5 - fUf_) * (fVal2 - fVal1));
+ }
+
+// float fVal = tex3D<float>(tex, fU, fAngle, fV);
+ Z[idx] += fVal * fS;
+
+ fU += fCu.z;
+ fV += fCv.z;
+ }
+
+ }
+ }
+
+ int endZ = ZSIZE;
+ if (endZ > dims.iVolZ - startZ)
+ endZ = dims.iVolZ - startZ;
+
+ for(int i=0; i < endZ; i++)
+ volData[((startZ+i)*dims.iVolY+Y)*volPitch+X] += Z[i] * fOutputScale;
+}
+
+// supersampling version
+__global__ void dev_par3D_BP_SS(void* D_volData, unsigned int volPitch, cudaTextureObject_t tex, int startAngle, int angleOffset, const SDimensions3D dims, int iRaysPerVoxelDim, float fOutputScale)
+{
+ float* volData = (float*)D_volData;
+
+ int endAngle = startAngle + g_anglesPerBlock;
+ if (endAngle > dims.iProjAngles - angleOffset)
+ endAngle = dims.iProjAngles - angleOffset;
+
+ // threadIdx: x = rel x
+ // y = rel y
+
+ // blockIdx: x = x + y
+ // y = z
+
+
+ // TO TRY: precompute part of detector intersection formulas in shared mem?
+ // TO TRY: inner loop over z, gather ray values in shared mem
+
+ const int X = blockIdx.x % ((dims.iVolX+g_volBlockX-1)/g_volBlockX) * g_volBlockX + threadIdx.x;
+ const int Y = blockIdx.x / ((dims.iVolX+g_volBlockX-1)/g_volBlockX) * g_volBlockY + threadIdx.y;
+
+ if (X >= dims.iVolX)
+ return;
+ if (Y >= dims.iVolY)
+ return;
+
+ const int startZ = blockIdx.y * g_volBlockZ;
+ int endZ = startZ + g_volBlockZ;
+ if (endZ > dims.iVolZ)
+ endZ = dims.iVolZ;
+
+ float fX = X - 0.5f*dims.iVolX + 0.5f - 0.5f + 0.5f/iRaysPerVoxelDim;
+ float fY = Y - 0.5f*dims.iVolY + 0.5f - 0.5f + 0.5f/iRaysPerVoxelDim;
+ float fZ = startZ - 0.5f*dims.iVolZ + 0.5f - 0.5f + 0.5f/iRaysPerVoxelDim;
+
+ const float fSubStep = 1.0f/iRaysPerVoxelDim;
+
+ fOutputScale /= (iRaysPerVoxelDim*iRaysPerVoxelDim*iRaysPerVoxelDim);
+
+
+ for (int Z = startZ; Z < endZ; ++Z, fZ += 1.0f)
+ {
+
+ float fVal = 0.0f;
+ float fAngle = startAngle + angleOffset + 0.5f;
+
+ for (int angle = startAngle; angle < endAngle; ++angle, fAngle += 1.0f)
+ {
+ float4 fCu = gC_C[angle].fNumU;
+ float4 fCv = gC_C[angle].fNumV;
+ float fS = gC_scale[angle];
+
+ float fXs = fX;
+ for (int iSubX = 0; iSubX < iRaysPerVoxelDim; ++iSubX) {
+ float fYs = fY;
+ for (int iSubY = 0; iSubY < iRaysPerVoxelDim; ++iSubY) {
+ float fZs = fZ;
+ for (int iSubZ = 0; iSubZ < iRaysPerVoxelDim; ++iSubZ) {
+
+ const float fU = fCu.w + fXs * fCu.x + fYs * fCu.y + fZs * fCu.z;
+ const float fV = fCv.w + fXs * fCv.x + fYs * fCv.y + fZs * fCv.z;
+
+ fVal += tex3D<float>(tex, fU, fAngle, fV) * fS;
+ fZs += fSubStep;
+ }
+ fYs += fSubStep;
+ }
+ fXs += fSubStep;
+ }
+
+ }
+
+ volData[(Z*dims.iVolY+Y)*volPitch+X] += fVal * fOutputScale;
+ }
+
+}
+
+bool transferConstants(const SPar3DProjection* angles, unsigned int iProjAngles, const SProjectorParams3D& params)
+{
+ DevPar3DParams *p = new DevPar3DParams[iProjAngles];
+ float *s = new float[iProjAngles];
+
+ for (unsigned int i = 0; i < iProjAngles; ++i) {
+ Vec3 u(angles[i].fDetUX, angles[i].fDetUY, angles[i].fDetUZ);
+ Vec3 v(angles[i].fDetVX, angles[i].fDetVY, angles[i].fDetVZ);
+ Vec3 r(angles[i].fRayX, angles[i].fRayY, angles[i].fRayZ);
+ Vec3 d(angles[i].fDetSX, angles[i].fDetSY, angles[i].fDetSZ);
+
+ double fDen = det3(r,u,v);
+ p[i].fNumU.x = -det3x(r,v) / fDen;
+ p[i].fNumU.y = -det3y(r,v) / fDen;
+ p[i].fNumU.z = -det3z(r,v) / fDen;
+ p[i].fNumU.w = -det3(r,d,v) / fDen;
+ p[i].fNumV.x = det3x(r,u) / fDen;
+ p[i].fNumV.y = det3y(r,u) / fDen;
+ p[i].fNumV.z = det3z(r,u) / fDen;
+ p[i].fNumV.w = det3(r,d,u) / fDen;
+
+ s[i] = 1.0 / scaled_cross3(u,v,Vec3(params.fVolScaleX,params.fVolScaleY,params.fVolScaleZ)).norm();
+ }
+
+ cudaMemcpyToSymbol(gC_C, p, iProjAngles*sizeof(DevPar3DParams), 0, cudaMemcpyHostToDevice);
+ cudaMemcpyToSymbol(gC_scale, s, iProjAngles*sizeof(float), 0, cudaMemcpyHostToDevice);
+
+ delete[] p;
+ delete[] s;
+
+ return true;
+}
+
+bool Par3DBP_Array(cudaPitchedPtr D_volumeData,
+ cudaArray *D_projArray,
+ const SDimensions3D& dims, const SPar3DProjection* angles,
+ const SProjectorParams3D& params)
+{
+ cudaTextureObject_t D_texObj;
+ if (!createTextureObject3D(D_projArray, D_texObj))
+ return false;
+
+ float fOutputScale = params.fOutputScale * params.fVolScaleX * params.fVolScaleY * params.fVolScaleZ;
+
+ bool ok = true;
+
+ for (unsigned int th = 0; th < dims.iProjAngles; th += g_MaxAngles) {
+ unsigned int angleCount = g_MaxAngles;
+ if (th + angleCount > dims.iProjAngles)
+ angleCount = dims.iProjAngles - th;
+
+ ok = transferConstants(angles, angleCount, params);
+ if (!ok)
+ break;
+
+ dim3 dimBlock(g_volBlockX, g_volBlockY);
+
+ dim3 dimGrid(((dims.iVolX+g_volBlockX-1)/g_volBlockX)*((dims.iVolY+g_volBlockY-1)/g_volBlockY), (dims.iVolZ+g_volBlockZ-1)/g_volBlockZ);
+
+ // timeval t;
+ // tic(t);
+
+ for (unsigned int i = 0; i < angleCount; i += g_anglesPerBlock) {
+ // printf("Calling BP: %d, %dx%d, %dx%d to %p\n", i, dimBlock.x, dimBlock.y, dimGrid.x, dimGrid.y, (void*)D_volumeData.ptr);
+ if (params.iRaysPerVoxelDim == 1) {
+ if (dims.iVolZ == 1) {
+ dev_par3D_BP<1><<<dimGrid, dimBlock>>>(D_volumeData.ptr, D_volumeData.pitch/sizeof(float), D_texObj, i, th, dims, fOutputScale);
+ } else {
+ dev_par3D_BP<g_volBlockZ><<<dimGrid, dimBlock>>>(D_volumeData.ptr, D_volumeData.pitch/sizeof(float), D_texObj, i, th, dims, fOutputScale);
+ }
+ } else
+ dev_par3D_BP_SS<<<dimGrid, dimBlock>>>(D_volumeData.ptr, D_volumeData.pitch/sizeof(float), D_texObj, i, th, dims, params.iRaysPerVoxelDim, fOutputScale);
+ }
+
+ // TODO: Consider not synchronizing here, if possible.
+ ok = checkCuda(cudaThreadSynchronize(), "cone_bp");
+ if (!ok)
+ break;
+
+ angles = angles + angleCount;
+ // printf("%f\n", toc(t));
+
+ }
+
+ cudaDestroyTextureObject(D_texObj);
+
+ return true;
+}
+
+bool Par3DBP(cudaPitchedPtr D_volumeData,
+ cudaPitchedPtr D_projData,
+ const SDimensions3D& dims, const SPar3DProjection* angles,
+ const SProjectorParams3D& params)
+{
+ // transfer projections to array
+
+ cudaArray* cuArray = allocateProjectionArray(dims);
+ transferProjectionsToArray(D_projData, cuArray, dims);
+
+ bool ret = Par3DBP_Array(D_volumeData, cuArray, dims, angles, params);
+
+ cudaFreeArray(cuArray);
+
+ return ret;
+}
+
+
+}