diff options
Diffstat (limited to 'cuda/2d/fan_fp.cu')
-rw-r--r-- | cuda/2d/fan_fp.cu | 33 |
1 files changed, 2 insertions, 31 deletions
diff --git a/cuda/2d/fan_fp.cu b/cuda/2d/fan_fp.cu index 0801097..ed99e08 100644 --- a/cuda/2d/fan_fp.cu +++ b/cuda/2d/fan_fp.cu @@ -49,36 +49,6 @@ static const unsigned int g_anglesPerBlock = 16; static const unsigned int g_detBlockSize = 32; static const unsigned int g_blockSlices = 64; -static bool bindVolumeDataTexture(float* data, cudaArray*& dataArray, cudaTextureObject_t& texObj, unsigned int pitch, unsigned int width, unsigned int height) -{ - // TODO: For very small sizes (roughly <=512x128) with few angles (<=180) - // not using an array is more efficient. - - cudaChannelFormatDesc channelDesc = - cudaCreateChannelDesc(32, 0, 0, 0, cudaChannelFormatKindFloat); - - dataArray = 0; - cudaMallocArray(&dataArray, &channelDesc, width, height); - cudaMemcpy2DToArray(dataArray, 0, 0, data, pitch*sizeof(float), width*sizeof(float), height, cudaMemcpyDeviceToDevice); - - cudaResourceDesc resDesc; - memset(&resDesc, 0, sizeof(resDesc)); - resDesc.resType = cudaResourceTypeArray; - resDesc.res.array.array = dataArray; - - cudaTextureDesc texDesc; - memset(&texDesc, 0, sizeof(texDesc)); - texDesc.addressMode[0] = cudaAddressModeBorder; - texDesc.addressMode[1] = cudaAddressModeBorder; - texDesc.filterMode = cudaFilterModeLinear; - texDesc.readMode = cudaReadModeElementType; - texDesc.normalizedCoords = 0; - - texObj = 0; - - return checkCuda(cudaCreateTextureObject(&texObj, &resDesc, &texDesc, NULL), "fan_fp texture"); -} - // projection for angles that are roughly horizontal // (detector roughly vertical) __global__ void FanFPhorizontal(float* D_projData, unsigned int projPitch, cudaTextureObject_t tex, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions dims, float outputScale) @@ -231,7 +201,8 @@ bool FanFP_internal(float* D_volumeData, unsigned int volumePitch, cudaArray* D_dataArray; cudaTextureObject_t D_texObj; - bindVolumeDataTexture(D_volumeData, D_dataArray, D_texObj, volumePitch, dims.iVolWidth, dims.iVolHeight); + if (!createTextureObject2D(D_volumeData, D_dataArray, D_texObj, volumePitch, dims.iVolWidth, dims.iVolHeight)) + return false; // transfer angles to constant memory float* tmp = new float[dims.iProjAngles]; |