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author | Willem Jan Palenstijn <WillemJan.Palenstijn@uantwerpen.be> | 2014-04-16 11:13:01 +0000 |
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committer | wpalenst <WillemJan.Palenstijn@uantwerpen.be> | 2014-04-16 11:13:01 +0000 |
commit | 7ce0b7cca179e903e8011cd96c9910cbdf62ae00 (patch) | |
tree | 2ebfa5687c8126d1d2b345a1bfc8c374a62a227b /cuda/3d/par3d_bp.cu | |
parent | 3a6769465bee7d56d0ddff36613b886446421e07 (diff) | |
download | astra-7ce0b7cca179e903e8011cd96c9910cbdf62ae00.tar.gz astra-7ce0b7cca179e903e8011cd96c9910cbdf62ae00.tar.bz2 astra-7ce0b7cca179e903e8011cd96c9910cbdf62ae00.tar.xz astra-7ce0b7cca179e903e8011cd96c9910cbdf62ae00.zip |
Remove padding in 3D cuda in favour of Border mode
Diffstat (limited to 'cuda/3d/par3d_bp.cu')
-rw-r--r-- | cuda/3d/par3d_bp.cu | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/cuda/3d/par3d_bp.cu b/cuda/3d/par3d_bp.cu index 872b1eb..9bf9a9f 100644 --- a/cuda/3d/par3d_bp.cu +++ b/cuda/3d/par3d_bp.cu @@ -69,9 +69,9 @@ static bool bindProjDataTexture(const cudaArray* array) { cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc<float>(); - gT_par3DProjTexture.addressMode[0] = cudaAddressModeClamp; - gT_par3DProjTexture.addressMode[1] = cudaAddressModeClamp; - gT_par3DProjTexture.addressMode[2] = cudaAddressModeClamp; + gT_par3DProjTexture.addressMode[0] = cudaAddressModeBorder; + gT_par3DProjTexture.addressMode[1] = cudaAddressModeBorder; + gT_par3DProjTexture.addressMode[2] = cudaAddressModeBorder; gT_par3DProjTexture.filterMode = cudaFilterModeLinear; gT_par3DProjTexture.normalized = false; @@ -139,8 +139,8 @@ __global__ void dev_par3D_BP(void* D_volData, unsigned int volPitch, int startAn const float fUNum = fCuc + fX * fCux + fY * fCuy + fZ * fCuz; const float fVNum = fCvc + fX * fCvx + fY * fCvy + fZ * fCvz; - const float fU = fUNum + 1.0f; - const float fV = fVNum + 1.0f; + const float fU = fUNum; + const float fV = fVNum; fVal += tex3D(gT_par3DProjTexture, fU, fAngle, fV); // TODO: check order @@ -216,8 +216,8 @@ __global__ void dev_par3D_BP_SS(void* D_volData, unsigned int volPitch, int star const float fUNum = fCuc + fXs * fCux + fYs * fCuy + fZs * fCuz; const float fVNum = fCvc + fXs * fCvx + fYs * fCvy + fZs * fCvz; - const float fU = fUNum + 1.0f; - const float fV = fVNum + 1.0f; + const float fU = fUNum; + const float fV = fVNum; fVal += tex3D(gT_par3DProjTexture, fU, fAngle, fV); // TODO: check order fZs += fSubStep; |