/*
-----------------------------------------------------------------------
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; }
};
// threadIdx: x = u detector
// y = relative angle
// blockIdx: x = u/v detector
// y = angle block
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;
for (int s = startSlice; s < endSlice; ++s)
{
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)
{
// transfer angles to constant memory
float* tmp = new float[angleCount];
#define TRANSFER_TO_CONSTANT(name) do { for (unsigned int i = 0; i < angleCount; ++i) tmp[i] = angles[i].f##name ; cudaMemcpyToSymbol(gC_##name, tmp, angleCount*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;
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;
}
}