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authorSuren A. Chilingaryan <csa@ipecompute4.ands.kit.edu>2022-09-06 19:12:09 +0200
committerSuren A. Chilingaryan <csa@ipecompute4.ands.kit.edu>2022-09-06 19:12:09 +0200
commitefa4313aa57e4c3511eb1d5d88edc37e99f899fa (patch)
treeb4061f583770608a19a313a9ef40cef71cc053d2 /patches/astra-toolbox-approximate-projectors/par3d_fp.cu
parent4616a04086c1f9248008add524a9cf74ffecca33 (diff)
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Add all CCPi patches (patches are not applied automatically, but just collected)
Diffstat (limited to 'patches/astra-toolbox-approximate-projectors/par3d_fp.cu')
-rw-r--r--patches/astra-toolbox-approximate-projectors/par3d_fp.cu770
1 files changed, 770 insertions, 0 deletions
diff --git a/patches/astra-toolbox-approximate-projectors/par3d_fp.cu b/patches/astra-toolbox-approximate-projectors/par3d_fp.cu
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+++ b/patches/astra-toolbox-approximate-projectors/par3d_fp.cu
@@ -0,0 +1,770 @@
+/*
+-----------------------------------------------------------------------
+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_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<float>(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<float>(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<float>(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<class COORD, class SCALE>
+__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<class COORD>
+__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<class COORD>
+__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<cudaStream_t> 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<DIR_X><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj, i, blockStart, blockEnd, dims, scube);
+ else
+ par3D_FP_t<DIR_X><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj,i, blockStart, blockEnd, dims, snoncubeX);
+ else
+ par3D_FP_SS_t<DIR_X><<<dimGrid, dimBlock, 0, stream>>>((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<DIR_Y><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj,i, blockStart, blockEnd, dims, scube);
+ else
+ par3D_FP_t<DIR_Y><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj,i, blockStart, blockEnd, dims, snoncubeY);
+ else
+ par3D_FP_SS_t<DIR_Y><<<dimGrid, dimBlock, 0, stream>>>((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<DIR_Z><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj,i, blockStart, blockEnd, dims, scube);
+ else
+ par3D_FP_t<DIR_Z><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), D_texObj,i, blockStart, blockEnd, dims, snoncubeZ);
+ else
+ par3D_FP_SS_t<DIR_Z><<<dimGrid, dimBlock, 0, stream>>>((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<cudaStream_t>::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<cudaStream_t> 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<DIR_X><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, snoncubeX);
+ else
+#if 0
+ par3D_FP_SS_SumSqW_dirX<<<dimGrid, dimBlock, 0, stream>>>((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<DIR_Y><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, snoncubeY);
+ else
+#if 0
+ par3D_FP_SS_SumSqW_dirY<<<dimGrid, dimBlock, 0, stream>>>((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<DIR_Z><<<dimGrid, dimBlock, 0, stream>>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, snoncubeZ);
+ else
+#if 0
+ par3D_FP_SS_SumSqW_dirZ<<<dimGrid, dimBlock, 0, stream>>>((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<cudaStream_t>::iterator iter = streams.begin(); iter != streams.end(); ++iter) {
+ ok &= checkCuda(cudaStreamSynchronize(*iter), "Par3DFP_SumSqW");
+ cudaStreamDestroy(*iter);
+ }
+
+ // printf("%f\n", toc(t));
+
+ return ok;
+}
+
+
+
+
+
+
+
+}