/* ----------------------------------------------------------------------- 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 . ----------------------------------------------------------------------- */ #include "astra/cuda/3d/util3d.h" #include "astra/cuda/3d/dims3d.h" #include #include #include #include #include namespace astraCUDA3d { static const unsigned int g_anglesPerBlock = 4; // thickness of the slices we're splitting the volume up into static const unsigned int g_blockSlices = 32; static const unsigned int g_detBlockU = 32; static const unsigned int g_detBlockV = 32; static const unsigned g_MaxAngles = 1024; __constant__ float gC_RayX[g_MaxAngles]; __constant__ float gC_RayY[g_MaxAngles]; __constant__ float gC_RayZ[g_MaxAngles]; __constant__ float gC_DetSX[g_MaxAngles]; __constant__ float gC_DetSY[g_MaxAngles]; __constant__ float gC_DetSZ[g_MaxAngles]; __constant__ float gC_DetUX[g_MaxAngles]; __constant__ float gC_DetUY[g_MaxAngles]; __constant__ float gC_DetUZ[g_MaxAngles]; __constant__ float gC_DetVX[g_MaxAngles]; __constant__ float gC_DetVY[g_MaxAngles]; __constant__ float gC_DetVZ[g_MaxAngles]; // x=0, y=1, z=2 struct DIR_X { __device__ float nSlices(const SDimensions3D& dims) const { return dims.iVolX; } __device__ float nDim1(const SDimensions3D& dims) const { return dims.iVolY; } __device__ float nDim2(const SDimensions3D& dims) const { return dims.iVolZ; } __device__ float c0(float x, float y, float z) const { return x; } __device__ float c1(float x, float y, float z) const { return y; } __device__ float c2(float x, float y, float z) const { return z; } __device__ float tex(cudaTextureObject_t tex, float f0, float f1, float f2) const { return tex3D(tex, f0, f1, f2); } __device__ float x(float f0, float f1, float f2) const { return f0; } __device__ float y(float f0, float f1, float f2) const { return f1; } __device__ float z(float f0, float f1, float f2) const { return f2; } }; // y=0, x=1, z=2 struct DIR_Y { __device__ float nSlices(const SDimensions3D& dims) const { return dims.iVolY; } __device__ float nDim1(const SDimensions3D& dims) const { return dims.iVolX; } __device__ float nDim2(const SDimensions3D& dims) const { return dims.iVolZ; } __device__ float c0(float x, float y, float z) const { return y; } __device__ float c1(float x, float y, float z) const { return x; } __device__ float c2(float x, float y, float z) const { return z; } __device__ float tex(cudaTextureObject_t tex, float f0, float f1, float f2) const { return tex3D(tex, f1, f0, f2); } __device__ float x(float f0, float f1, float f2) const { return f1; } __device__ float y(float f0, float f1, float f2) const { return f0; } __device__ float z(float f0, float f1, float f2) const { return f2; } }; // z=0, x=1, y=2 struct DIR_Z { __device__ float nSlices(const SDimensions3D& dims) const { return dims.iVolZ; } __device__ float nDim1(const SDimensions3D& dims) const { return dims.iVolX; } __device__ float nDim2(const SDimensions3D& dims) const { return dims.iVolY; } __device__ float c0(float x, float y, float z) const { return z; } __device__ float c1(float x, float y, float z) const { return x; } __device__ float c2(float x, float y, float z) const { return y; } __device__ float tex(cudaTextureObject_t tex, float f0, float f1, float f2) const { return tex3D(tex, f1, f2, f0); } __device__ float x(float f0, float f1, float f2) const { return f1; } __device__ float y(float f0, float f1, float f2) const { return f2; } __device__ float z(float f0, float f1, float f2) const { return f0; } }; struct SCALE_CUBE { float fOutputScale; __device__ float scale(float a1, float a2) const { return sqrt(a1*a1+a2*a2+1.0f) * fOutputScale; } }; struct SCALE_NONCUBE { float fScale1; float fScale2; float fOutputScale; __device__ float scale(float a1, float a2) const { return sqrt(a1*a1*fScale1+a2*a2*fScale2+1.0f) * fOutputScale; } }; bool transferConstants(const SPar3DProjection* angles, unsigned int iProjAngles) { // transfer angles to constant memory float* tmp = new float[iProjAngles]; #define TRANSFER_TO_CONSTANT(name) do { for (unsigned int i = 0; i < iProjAngles; ++i) tmp[i] = angles[i].f##name ; cudaMemcpyToSymbol(gC_##name, tmp, iProjAngles*sizeof(float), 0, cudaMemcpyHostToDevice); } while (0) TRANSFER_TO_CONSTANT(RayX); TRANSFER_TO_CONSTANT(RayY); TRANSFER_TO_CONSTANT(RayZ); TRANSFER_TO_CONSTANT(DetSX); TRANSFER_TO_CONSTANT(DetSY); TRANSFER_TO_CONSTANT(DetSZ); TRANSFER_TO_CONSTANT(DetUX); TRANSFER_TO_CONSTANT(DetUY); TRANSFER_TO_CONSTANT(DetUZ); TRANSFER_TO_CONSTANT(DetVX); TRANSFER_TO_CONSTANT(DetVY); TRANSFER_TO_CONSTANT(DetVZ); #undef TRANSFER_TO_CONSTANT delete[] tmp; return true; } // threadIdx: x = u detector // y = relative angle // blockIdx: x = u/v detector // y = angle block #include "rounding.h" template __global__ void par3D_FP_t(float* D_projData, unsigned int projPitch, cudaTextureObject_t tex, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, SCALE sc) { COORD c; int angle = startAngle + blockIdx.y * g_anglesPerBlock + threadIdx.y; if (angle >= endAngle) return; const float fRayX = gC_RayX[angle]; const float fRayY = gC_RayY[angle]; const float fRayZ = gC_RayZ[angle]; const float fDetUX = gC_DetUX[angle]; const float fDetUY = gC_DetUY[angle]; const float fDetUZ = gC_DetUZ[angle]; const float fDetVX = gC_DetVX[angle]; const float fDetVY = gC_DetVY[angle]; const float fDetVZ = gC_DetVZ[angle]; const float fDetSX = gC_DetSX[angle] + 0.5f * fDetUX + 0.5f * fDetVX; const float fDetSY = gC_DetSY[angle] + 0.5f * fDetUY + 0.5f * fDetVY; const float fDetSZ = gC_DetSZ[angle] + 0.5f * fDetUZ + 0.5f * fDetVZ; const float a1 = c.c1(fRayX,fRayY,fRayZ) / c.c0(fRayX,fRayY,fRayZ); const float a2 = c.c2(fRayX,fRayY,fRayZ) / c.c0(fRayX,fRayY,fRayZ); const float fDistCorr = sc.scale(a1, a2); const int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x; if (detectorU >= dims.iProjU) return; const int startDetectorV = (blockIdx.x/((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockV; int endDetectorV = startDetectorV + g_detBlockV; if (endDetectorV > dims.iProjV) endDetectorV = dims.iProjV; int endSlice = startSlice + g_blockSlices; if (endSlice > c.nSlices(dims)) endSlice = c.nSlices(dims); for (int detectorV = startDetectorV; detectorV < endDetectorV; ++detectorV) { /* Trace ray in direction Ray to (detectorU,detectorV) from */ /* X = startSlice to X = endSlice */ const float fDetX = fDetSX + detectorU*fDetUX + detectorV*fDetVX; const float fDetY = fDetSY + detectorU*fDetUY + detectorV*fDetVY; const float fDetZ = fDetSZ + detectorU*fDetUZ + detectorV*fDetVZ; /* (x) ( 1) ( 0) */ /* ray: (y) = (ay) * x + (by) */ /* (z) (az) (bz) */ const float b1 = c.c1(fDetX,fDetY,fDetZ) - a1 * c.c0(fDetX,fDetY,fDetZ); const float b2 = c.c2(fDetX,fDetY,fDetZ) - a2 * c.c0(fDetX,fDetY,fDetZ); float fVal = 0.0f; float f0 = startSlice + 0.5f; float f1 = a1 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b1 + 0.5f*c.nDim1(dims) - 0.5f + 0.5f; float f2 = a2 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b2 + 0.5f*c.nDim2(dims) - 0.5f + 0.5f; //printf("%f, %f (%f), %f (%f)\n", f0, f1, a1, f2, a2); // Only f1 non linear for (int s = startSlice; s < endSlice; ++s) { textype h5 = texto(0.5f); textype f1_ = texto(f1); textype f1f_ = texto(floor(f1)); float f1f = floor(f1); if ((f1 - f1f) < 0.5f) { textype fVal1 = texto(c.tex(tex, f0, f1f - 0.5f, f2)); textype fVal2 = texto(c.tex(tex, f0, f1f + 0.5f, f2)); fVal += texfrom(fVal1 + (f1_ + h5 - f1f_) * (fVal2 - fVal1)); // fVal += texfrom(__hfma(__hadd(h5,__hsub(f1_, f1f_)), __hsub(fVal2, fVal1), fVal1)); } else { textype fVal1 = texto(c.tex(tex, f0, f1f + 0.5f, f2)); textype fVal2 = texto(c.tex(tex, f0, f1f + 1.5f, f2)); fVal += texfrom(fVal1 + (f1_ - h5 - f1f_) * (fVal2 - fVal1)); } // fVal += c.tex(tex, f0, f1, f2); f0 += 1.0f; f1 += a1; f2 += a2; } fVal *= fDistCorr; D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fVal; } } // Supersampling version template __global__ void par3D_FP_SS_t(float* D_projData, unsigned int projPitch, cudaTextureObject_t tex, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, int iRaysPerDetDim, SCALE_NONCUBE sc) { COORD c; int angle = startAngle + blockIdx.y * g_anglesPerBlock + threadIdx.y; if (angle >= endAngle) return; const float fRayX = gC_RayX[angle]; const float fRayY = gC_RayY[angle]; const float fRayZ = gC_RayZ[angle]; const float fDetUX = gC_DetUX[angle]; const float fDetUY = gC_DetUY[angle]; const float fDetUZ = gC_DetUZ[angle]; const float fDetVX = gC_DetVX[angle]; const float fDetVY = gC_DetVY[angle]; const float fDetVZ = gC_DetVZ[angle]; const float fDetSX = gC_DetSX[angle] + 0.5f * fDetUX + 0.5f * fDetVX; const float fDetSY = gC_DetSY[angle] + 0.5f * fDetUY + 0.5f * fDetVY; const float fDetSZ = gC_DetSZ[angle] + 0.5f * fDetUZ + 0.5f * fDetVZ; const float a1 = c.c1(fRayX,fRayY,fRayZ) / c.c0(fRayX,fRayY,fRayZ); const float a2 = c.c2(fRayX,fRayY,fRayZ) / c.c0(fRayX,fRayY,fRayZ); const float fDistCorr = sc.scale(a1, a2); const int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x; if (detectorU >= dims.iProjU) return; const int startDetectorV = (blockIdx.x/((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockV; int endDetectorV = startDetectorV + g_detBlockV; if (endDetectorV > dims.iProjV) endDetectorV = dims.iProjV; int endSlice = startSlice + g_blockSlices; if (endSlice > c.nSlices(dims)) endSlice = c.nSlices(dims); const float fSubStep = 1.0f/iRaysPerDetDim; for (int detectorV = startDetectorV; detectorV < endDetectorV; ++detectorV) { float fV = 0.0f; float fdU = detectorU - 0.5f + 0.5f*fSubStep; for (int iSubU = 0; iSubU < iRaysPerDetDim; ++iSubU, fdU+=fSubStep) { float fdV = detectorV - 0.5f + 0.5f*fSubStep; for (int iSubV = 0; iSubV < iRaysPerDetDim; ++iSubV, fdV+=fSubStep) { /* Trace ray in direction Ray to (detectorU,detectorV) from */ /* X = startSlice to X = endSlice */ const float fDetX = fDetSX + fdU*fDetUX + fdV*fDetVX; const float fDetY = fDetSY + fdU*fDetUY + fdV*fDetVY; const float fDetZ = fDetSZ + fdU*fDetUZ + fdV*fDetVZ; /* (x) ( 1) ( 0) */ /* ray: (y) = (ay) * x + (by) */ /* (z) (az) (bz) */ const float b1 = c.c1(fDetX,fDetY,fDetZ) - a1 * c.c0(fDetX,fDetY,fDetZ); const float b2 = c.c2(fDetX,fDetY,fDetZ) - a2 * c.c0(fDetX,fDetY,fDetZ); float fVal = 0.0f; float f0 = startSlice + 0.5f; float f1 = a1 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b1 + 0.5f*c.nDim1(dims) - 0.5f + 0.5f; float f2 = a2 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b2 + 0.5f*c.nDim2(dims) - 0.5f + 0.5f; for (int s = startSlice; s < endSlice; ++s) { fVal += c.tex(tex, f0, f1, f2); f0 += 1.0f; f1 += a1; f2 += a2; } fV += fVal; } } fV *= fDistCorr; D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fV / (iRaysPerDetDim * iRaysPerDetDim); } } __device__ float dirWeights(float fX, float fN) { if (fX <= -0.5f) // outside image on left return 0.0f; if (fX <= 0.5f) // half outside image on left return (fX + 0.5f) * (fX + 0.5f); if (fX <= fN - 0.5f) { // inside image float t = fX + 0.5f - floorf(fX + 0.5f); return t*t + (1-t)*(1-t); } if (fX <= fN + 0.5f) // half outside image on right return (fN + 0.5f - fX) * (fN + 0.5f - fX); return 0.0f; // outside image on right } template __global__ void par3D_FP_SumSqW_t(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, SCALE_NONCUBE sc) { COORD c; int angle = startAngle + blockIdx.y * g_anglesPerBlock + threadIdx.y; if (angle >= endAngle) return; const float fRayX = gC_RayX[angle]; const float fRayY = gC_RayY[angle]; const float fRayZ = gC_RayZ[angle]; const float fDetUX = gC_DetUX[angle]; const float fDetUY = gC_DetUY[angle]; const float fDetUZ = gC_DetUZ[angle]; const float fDetVX = gC_DetVX[angle]; const float fDetVY = gC_DetVY[angle]; const float fDetVZ = gC_DetVZ[angle]; const float fDetSX = gC_DetSX[angle] + 0.5f * fDetUX + 0.5f * fDetVX; const float fDetSY = gC_DetSY[angle] + 0.5f * fDetUY + 0.5f * fDetVY; const float fDetSZ = gC_DetSZ[angle] + 0.5f * fDetUZ + 0.5f * fDetVZ; const float a1 = c.c1(fRayX,fRayY,fRayZ) / c.c0(fRayX,fRayY,fRayZ); const float a2 = c.c2(fRayX,fRayY,fRayZ) / c.c0(fRayX,fRayY,fRayZ); const float fDistCorr = sc.scale(a1, a2); const int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x; if (detectorU >= dims.iProjU) return; const int startDetectorV = (blockIdx.x/((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockV; int endDetectorV = startDetectorV + g_detBlockV; if (endDetectorV > dims.iProjV) endDetectorV = dims.iProjV; int endSlice = startSlice + g_blockSlices; if (endSlice > c.nSlices(dims)) endSlice = c.nSlices(dims); for (int detectorV = startDetectorV; detectorV < endDetectorV; ++detectorV) { /* Trace ray in direction Ray to (detectorU,detectorV) from */ /* X = startSlice to X = endSlice */ const float fDetX = fDetSX + detectorU*fDetUX + detectorV*fDetVX; const float fDetY = fDetSY + detectorU*fDetUY + detectorV*fDetVY; const float fDetZ = fDetSZ + detectorU*fDetUZ + detectorV*fDetVZ; /* (x) ( 1) ( 0) */ /* ray: (y) = (ay) * x + (by) */ /* (z) (az) (bz) */ const float b1 = c.c1(fDetX,fDetY,fDetZ) - a1 * c.c0(fDetX,fDetY,fDetZ); const float b2 = c.c2(fDetX,fDetY,fDetZ) - a2 * c.c0(fDetX,fDetY,fDetZ); float fVal = 0.0f; float f0 = startSlice + 0.5f; float f1 = a1 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b1 + 0.5f*c.nDim1(dims) - 0.5f + 0.5f; float f2 = a2 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b2 + 0.5f*c.nDim2(dims) - 0.5f + 0.5f; for (int s = startSlice; s < endSlice; ++s) { fVal += dirWeights(f1, c.nDim1(dims)) * dirWeights(f2, c.nDim2(dims)); f0 += 1.0f; f1 += a1; f2 += a2; } fVal *= fDistCorr * fDistCorr; D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fVal; } } // Supersampling version // TODO bool Par3DFP_Array_internal(cudaPitchedPtr D_projData, cudaTextureObject_t D_texObj, const SDimensions3D& dims, unsigned int angleCount, const SPar3DProjection* angles, const SProjectorParams3D& params) { if (!transferConstants(angles, angleCount)) return false; std::list streams; dim3 dimBlock(g_detBlockU, g_anglesPerBlock); // region size, angles // Run over all angles, grouping them into groups of the same // orientation (roughly horizontal vs. roughly vertical). // Start a stream of grids for each such group. unsigned int blockStart = 0; unsigned int blockEnd = 0; int blockDirection = 0; bool cube = true; if (abs(params.fVolScaleX / params.fVolScaleY - 1.0) > 0.00001) cube = false; if (abs(params.fVolScaleX / params.fVolScaleZ - 1.0) > 0.00001) cube = false; SCALE_CUBE scube; scube.fOutputScale = params.fOutputScale * params.fVolScaleX; SCALE_NONCUBE snoncubeX; float fS1 = params.fVolScaleY / params.fVolScaleX; snoncubeX.fScale1 = fS1 * fS1; float fS2 = params.fVolScaleZ / params.fVolScaleX; snoncubeX.fScale2 = fS2 * fS2; snoncubeX.fOutputScale = params.fOutputScale * params.fVolScaleX; SCALE_NONCUBE snoncubeY; fS1 = params.fVolScaleX / params.fVolScaleY; snoncubeY.fScale1 = fS1 * fS1; fS2 = params.fVolScaleY / params.fVolScaleY; snoncubeY.fScale2 = fS2 * fS2; snoncubeY.fOutputScale = params.fOutputScale * params.fVolScaleY; SCALE_NONCUBE snoncubeZ; fS1 = params.fVolScaleX / params.fVolScaleZ; snoncubeZ.fScale1 = fS1 * fS1; fS2 = params.fVolScaleY / params.fVolScaleZ; snoncubeZ.fScale2 = fS2 * fS2; snoncubeZ.fOutputScale = params.fOutputScale * params.fVolScaleZ; // timeval t; // tic(t); for (unsigned int a = 0; a <= angleCount; ++a) { int dir = -1; if (a != angleCount) { float dX = fabsf(angles[a].fRayX); float dY = fabsf(angles[a].fRayY); float dZ = fabsf(angles[a].fRayZ); if (dX >= dY && dX >= dZ) dir = 0; else if (dY >= dX && dY >= dZ) dir = 1; else dir = 2; } if (a == angleCount || dir != blockDirection) { // block done blockEnd = a; if (blockStart != blockEnd) { dim3 dimGrid( ((dims.iProjU+g_detBlockU-1)/g_detBlockU)*((dims.iProjV+g_detBlockV-1)/g_detBlockV), (blockEnd-blockStart+g_anglesPerBlock-1)/g_anglesPerBlock); // TODO: consider limiting number of handle (chaotic) geoms // with many alternating directions cudaStream_t stream; cudaStreamCreate(&stream); streams.push_back(stream); // printf("angle block: %d to %d, %d (%dx%d, %dx%d)\n", blockStart, blockEnd, blockDirection, dimGrid.x, dimGrid.y, dimBlock.x, dimBlock.y); if (blockDirection == 0) { for (unsigned int i = 0; i < dims.iVolX; i += g_blockSlices) if (params.iRaysPerDetDim == 1) if (cube) par3D_FP_t<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj, i, blockStart, blockEnd, dims, scube); else par3D_FP_t<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj,i, blockStart, blockEnd, dims, snoncubeX); else par3D_FP_SS_t<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj,i, blockStart, blockEnd, dims, params.iRaysPerDetDim, snoncubeX); } else if (blockDirection == 1) { for (unsigned int i = 0; i < dims.iVolY; i += g_blockSlices) if (params.iRaysPerDetDim == 1) if (cube) par3D_FP_t<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj,i, blockStart, blockEnd, dims, scube); else par3D_FP_t<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj,i, blockStart, blockEnd, dims, snoncubeY); else par3D_FP_SS_t<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj,i, blockStart, blockEnd, dims, params.iRaysPerDetDim, snoncubeY); } else if (blockDirection == 2) { for (unsigned int i = 0; i < dims.iVolZ; i += g_blockSlices) if (params.iRaysPerDetDim == 1) if (cube) par3D_FP_t<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj,i, blockStart, blockEnd, dims, scube); else par3D_FP_t<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj,i, blockStart, blockEnd, dims, snoncubeZ); else par3D_FP_SS_t<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj,i, blockStart, blockEnd, dims, params.iRaysPerDetDim, snoncubeZ); } } blockDirection = dir; blockStart = a; } } bool ok = true; for (std::list::iterator iter = streams.begin(); iter != streams.end(); ++iter) { ok &= checkCuda(cudaStreamSynchronize(*iter), "par3d_fp"); cudaStreamDestroy(*iter); } // printf("%f\n", toc(t)); return ok; } bool Par3DFP(cudaPitchedPtr D_volumeData, cudaPitchedPtr D_projData, const SDimensions3D& dims, const SPar3DProjection* angles, const SProjectorParams3D& params) { // transfer volume to array cudaArray* cuArray = allocateVolumeArray(dims); transferVolumeToArray(D_volumeData, cuArray, dims); cudaTextureObject_t D_texObj; if (!createTextureObject3D(cuArray, D_texObj)) { cudaFreeArray(cuArray); return false; } bool ret; for (unsigned int iAngle = 0; iAngle < dims.iProjAngles; iAngle += g_MaxAngles) { unsigned int iEndAngle = iAngle + g_MaxAngles; if (iEndAngle >= dims.iProjAngles) iEndAngle = dims.iProjAngles; cudaPitchedPtr D_subprojData = D_projData; D_subprojData.ptr = (char*)D_projData.ptr + iAngle * D_projData.pitch; ret = Par3DFP_Array_internal(D_subprojData, D_texObj, dims, iEndAngle - iAngle, angles + iAngle, params); if (!ret) break; } cudaFreeArray(cuArray); cudaDestroyTextureObject(D_texObj); return ret; } bool Par3DFP_SumSqW(cudaPitchedPtr D_volumeData, cudaPitchedPtr D_projData, const SDimensions3D& dims, const SPar3DProjection* angles, const SProjectorParams3D& params) { // transfer angles to constant memory float* tmp = new float[dims.iProjAngles]; #define TRANSFER_TO_CONSTANT(name) do { for (unsigned int i = 0; i < dims.iProjAngles; ++i) tmp[i] = angles[i].f##name ; cudaMemcpyToSymbol(gC_##name, tmp, dims.iProjAngles*sizeof(float), 0, cudaMemcpyHostToDevice); } while (0) TRANSFER_TO_CONSTANT(RayX); TRANSFER_TO_CONSTANT(RayY); TRANSFER_TO_CONSTANT(RayZ); TRANSFER_TO_CONSTANT(DetSX); TRANSFER_TO_CONSTANT(DetSY); TRANSFER_TO_CONSTANT(DetSZ); TRANSFER_TO_CONSTANT(DetUX); TRANSFER_TO_CONSTANT(DetUY); TRANSFER_TO_CONSTANT(DetUZ); TRANSFER_TO_CONSTANT(DetVX); TRANSFER_TO_CONSTANT(DetVY); TRANSFER_TO_CONSTANT(DetVZ); #undef TRANSFER_TO_CONSTANT delete[] tmp; std::list streams; dim3 dimBlock(g_detBlockU, g_anglesPerBlock); // region size, angles // Run over all angles, grouping them into groups of the same // orientation (roughly horizontal vs. roughly vertical). // Start a stream of grids for each such group. unsigned int blockStart = 0; unsigned int blockEnd = 0; int blockDirection = 0; SCALE_NONCUBE snoncubeX; float fS1 = params.fVolScaleY / params.fVolScaleX; snoncubeX.fScale1 = fS1 * fS1; float fS2 = params.fVolScaleZ / params.fVolScaleX; snoncubeX.fScale2 = fS2 * fS2; snoncubeX.fOutputScale = params.fOutputScale * params.fVolScaleX; SCALE_NONCUBE snoncubeY; fS1 = params.fVolScaleX / params.fVolScaleY; snoncubeY.fScale1 = fS1 * fS1; fS2 = params.fVolScaleY / params.fVolScaleY; snoncubeY.fScale2 = fS2 * fS2; snoncubeY.fOutputScale = params.fOutputScale * params.fVolScaleY; SCALE_NONCUBE snoncubeZ; fS1 = params.fVolScaleX / params.fVolScaleZ; snoncubeZ.fScale1 = fS1 * fS1; fS2 = params.fVolScaleY / params.fVolScaleZ; snoncubeZ.fScale2 = fS2 * fS2; snoncubeZ.fOutputScale = params.fOutputScale * params.fVolScaleZ; // timeval t; // tic(t); for (unsigned int a = 0; a <= dims.iProjAngles; ++a) { int dir; if (a != dims.iProjAngles) { float dX = fabsf(angles[a].fRayX); float dY = fabsf(angles[a].fRayY); float dZ = fabsf(angles[a].fRayZ); if (dX >= dY && dX >= dZ) dir = 0; else if (dY >= dX && dY >= dZ) dir = 1; else dir = 2; } if (a == dims.iProjAngles || dir != blockDirection) { // block done blockEnd = a; if (blockStart != blockEnd) { dim3 dimGrid( ((dims.iProjU+g_detBlockU-1)/g_detBlockU)*((dims.iProjV+g_detBlockV-1)/g_detBlockV), (blockEnd-blockStart+g_anglesPerBlock-1)/g_anglesPerBlock); // TODO: check if we can't immediately // destroy the stream after use cudaStream_t stream; cudaStreamCreate(&stream); streams.push_back(stream); // printf("angle block: %d to %d, %d (%dx%d, %dx%d)\n", blockStart, blockEnd, blockDirection, dimGrid.x, dimGrid.y, dimBlock.x, dimBlock.y); if (blockDirection == 0) { for (unsigned int i = 0; i < dims.iVolX; i += g_blockSlices) if (params.iRaysPerDetDim == 1) par3D_FP_SumSqW_t<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, snoncubeX); else #if 0 par3D_FP_SS_SumSqW_dirX<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); #else assert(false); #endif } else if (blockDirection == 1) { for (unsigned int i = 0; i < dims.iVolY; i += g_blockSlices) if (params.iRaysPerDetDim == 1) par3D_FP_SumSqW_t<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, snoncubeY); else #if 0 par3D_FP_SS_SumSqW_dirY<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); #else assert(false); #endif } else if (blockDirection == 2) { for (unsigned int i = 0; i < dims.iVolZ; i += g_blockSlices) if (params.iRaysPerDetDim == 1) par3D_FP_SumSqW_t<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, snoncubeZ); else #if 0 par3D_FP_SS_SumSqW_dirZ<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); #else assert(false); #endif } } blockDirection = dir; blockStart = a; } } bool ok = true; for (std::list::iterator iter = streams.begin(); iter != streams.end(); ++iter) { ok &= checkCuda(cudaStreamSynchronize(*iter), "Par3DFP_SumSqW"); cudaStreamDestroy(*iter); } // printf("%f\n", toc(t)); return ok; } }