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-rw-r--r--cuda/2d/par_fp.cu2
-rw-r--r--cuda/3d/cone_fp.cu2
-rw-r--r--cuda/3d/par3d_fp.cu2
3 files changed, 3 insertions, 3 deletions
diff --git a/cuda/2d/par_fp.cu b/cuda/2d/par_fp.cu
index d0ca7ff..bb8b909 100644
--- a/cuda/2d/par_fp.cu
+++ b/cuda/2d/par_fp.cu
@@ -487,7 +487,7 @@ bool FP_simple_internal(float* D_volumeData, unsigned int volumePitch,
unsigned int blockEnd = 0;
bool blockVertical = false;
for (unsigned int a = 0; a <= dims.iProjAngles; ++a) {
- bool vertical;
+ bool vertical = false;
// TODO: Having <= instead of < below causes a 5% speedup.
// Maybe we should detect corner cases and put them in the optimal
// group of angles.
diff --git a/cuda/3d/cone_fp.cu b/cuda/3d/cone_fp.cu
index bda71ba..b36d2bc 100644
--- a/cuda/3d/cone_fp.cu
+++ b/cuda/3d/cone_fp.cu
@@ -340,7 +340,7 @@ bool ConeFP_Array_internal(cudaPitchedPtr D_projData,
// tic(t);
for (unsigned int a = 0; a <= angleCount; ++a) {
- int dir;
+ int dir = -1;
if (a != angleCount) {
float dX = fabsf(angles[a].fSrcX - (angles[a].fDetSX + dims.iProjU*angles[a].fDetUX*0.5f + dims.iProjV*angles[a].fDetVX*0.5f));
float dY = fabsf(angles[a].fSrcY - (angles[a].fDetSY + dims.iProjU*angles[a].fDetUY*0.5f + dims.iProjV*angles[a].fDetVY*0.5f));
diff --git a/cuda/3d/par3d_fp.cu b/cuda/3d/par3d_fp.cu
index 8d44540..b14c494 100644
--- a/cuda/3d/par3d_fp.cu
+++ b/cuda/3d/par3d_fp.cu
@@ -440,7 +440,7 @@ bool Par3DFP_Array_internal(cudaPitchedPtr D_projData,
// tic(t);
for (unsigned int a = 0; a <= angleCount; ++a) {
- int dir;
+ int dir = -1;
if (a != dims.iProjAngles) {
float dX = fabsf(angles[a].fRayX);
float dY = fabsf(angles[a].fRayY);