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testMatToGLTex.cu
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <cudaGL.h>
#include <cuda_gl_interop.h>
#include <iostream>
/** Macro for checking if CUDA has problems */
#define cudaCheckError() { \
cudaError_t err = cudaGetLastError(); \
if(err != cudaSuccess) { \
printf("Cuda error: %s:%d: %s\n", __FILE__, __LINE__, cudaGetErrorString(err)); \
exit(1); \
} \
}
/*Window dimensions*/
const int windowWidth = 1280, windowHeight = 720;
/*Window address*/
GLFWwindow* currentGLFWWindow = 0;
/**
* A simple image processing kernel that copies the inverted data from the input surface to the output surface.
*/
__global__ void kernel(cudaSurfaceObject_t input, cudaSurfaceObject_t output, int width, int height) {
//Get the pixel index
unsigned int xPx = threadIdx.x + blockIdx.x * blockDim.x;
unsigned int yPx = threadIdx.y + blockIdx.y * blockDim.y;
//Don't do any computation if this thread is outside of the surface bounds.
if (xPx >= width || yPx >= height) return;
//Copy the contents of input to output.
uchar4 pixel = { 255,128,0,255 };
//Read a pixel from the input. Disable to default to the flat orange color above
surf2Dread<uchar4>(&pixel, input, xPx * sizeof(uchar4), yPx, cudaBoundaryModeClamp);
//Invert the color
pixel.x = ~pixel.x;
pixel.y = ~pixel.y;
pixel.z = ~pixel.z;
//Write the new pixel color to the
surf2Dwrite(pixel, output, xPx * sizeof(uchar4), yPx);
}
class Processor {
public:
void setInput( uint8_t* const data, int imageWidth, int imageHeight);
void processData();
GLuint getInputTexture();
GLuint getOutputTexture();
void writeOutputTo(uint8_t* destination);
private:
/**
* @brief True if the textures and surfaces are initialized.
*
* Prevents memory leaks
*/
bool surfacesInitialized = false;
/**
* @brief The width and height of a texture/surface pair.
*
*/
struct ImgDim { int width, height; };
/**
* @brief Creates a CUDA surface object, CUDA resource, and OpenGL texture from some data.
*/
void createTextureSurfacePair(const ImgDim& dimensions, uint8_t* const data, GLuint& textureOut, cudaGraphicsResource_t& graphicsResourceOut, cudaSurfaceObject_t& surfaceOut);
/**
* @brief Destroys every CUDA surface object, CUDA resource, and OpenGL texture created by this instance.
*/
void destroyEverything();
/**
* @brief The dimensions of an image and its corresponding texture.
*
*/
ImgDim imageInputDimensions, imageOutputDimensions;
/**
* @brief A CUDA surface that can be read to, written from, or synchronized with a Mat or
* OpenGL texture
*
*/
cudaSurfaceObject_t d_imageInputTexture = 0, d_imageOutputTexture = 0;
/**
* @brief A CUDA resource that's bound to an array in CUDA memory
*/
cudaGraphicsResource_t d_imageInputGraphicsResource, d_imageOutputGraphicsResource;
/**
* @brief A renderable OpenGL texture that is synchronized with the CUDA data
* @see d_imageInputTexture, d_imageOutputTexture
*/
GLuint imageInputTexture = 0, imageOutputTexture = 0;
/** Returns true if nothing can be rendered */
bool empty() { return imageInputTexture == 0; }
};
void Processor::setInput(uint8_t* const data, int imageWidth, int imageHeight)
{
//Same-size images don't need texture regeneration, so skip that.
if (imageHeight == imageInputDimensions.height && imageWidth == imageInputDimensions.width) {
/*
Possible shortcut: we know the input is the same size as the texture and CUDA surface object.
So instead of destroying the surface and texture, why not just overwrite them?
That's what I try to do in the following block, but because "data" is BGR and the texture
is RGBA, the channels get all messed up.
*/
/*
//Use the input surface's CUDAResourceDesc to gain access to the surface data array
struct cudaResourceDesc resDesc;
memset(&resDesc, 0, sizeof(resDesc));
cudaGetSurfaceObjectResourceDesc(&resDesc, d_imageInputTexture);
cudaCheckError();
//Copy the data from the input array to the surface
cudaMemcpyToArray(resDesc.res.array.array, 0, 0, input.data, imageInputDimensions.width * imageInputDimensions.height * 3, cudaMemcpyHostToDevice);
cudaCheckError();
//Set status flags
surfacesInitialized = true;
return;
*/
}
//Clear everything that originally existed in the texture/surface
destroyEverything();
//Get the size of the image and place it here.
imageInputDimensions.width = imageWidth;
imageInputDimensions.height = imageHeight;
imageOutputDimensions.width = imageWidth;
imageOutputDimensions.height = imageHeight;
//Create the input surface/texture pair
createTextureSurfacePair(imageInputDimensions, data, imageInputTexture, d_imageInputGraphicsResource, d_imageInputTexture);
//Create the output surface/texture pair
uint8_t* outData = new uint8_t[imageOutputDimensions.width * imageOutputDimensions.height * 3];
createTextureSurfacePair(imageOutputDimensions, outData, imageOutputTexture, d_imageOutputGraphicsResource, d_imageOutputTexture);
delete outData;
//Set status flags
surfacesInitialized = true;
}
void Processor::processData()
{
const int threadsPerBlock = 128;
//Call the algorithm
//Set the number of blocks to call the kernel with.
dim3 blocks((unsigned int)ceil((float)imageInputDimensions.width / threadsPerBlock), imageInputDimensions.height);
kernel <<<blocks, threadsPerBlock >>> (d_imageInputTexture, d_imageOutputTexture, imageInputDimensions.width, imageInputDimensions.height);
//Sync the surface with the texture
cudaDeviceSynchronize();
cudaCheckError();
}
GLuint Processor::getInputTexture()
{
return imageInputTexture;
}
GLuint Processor::getOutputTexture()
{
return imageOutputTexture;
}
void Processor::writeOutputTo(uint8_t* destination)
{
//Haven't figured this out yet
}
void Processor::createTextureSurfacePair(const Processor::ImgDim& dimensions, uint8_t* const data, GLuint& textureOut, cudaGraphicsResource_t& graphicsResourceOut, cudaSurfaceObject_t& surfaceOut) {
// Create the OpenGL texture that will be displayed with GLAD and GLFW
glGenTextures(1, &textureOut);
// Bind to our texture handle
glBindTexture(GL_TEXTURE_2D, textureOut);
// Set texture interpolation methods for minification and magnification
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Set texture clamping method
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// Create the texture and its attributes
glTexImage2D(GL_TEXTURE_2D, // Type of texture
0, // Pyramid level (for mip-mapping) - 0 is the top level
GL_RGBA, // Internal color format to convert to
dimensions.width, // Image width i.e. 640 for Kinect in standard mode
dimensions.height, // Image height i.e. 480 for Kinect in standard mode
0, // Border width in pixels (can either be 1 or 0)
GL_BGR, // Input image format (i.e. GL_RGB, GL_RGBA, GL_BGR etc.)
GL_UNSIGNED_BYTE, // Image data type.
data); // The actual image data itself
//Note that the type of this texture is an RGBA UNSIGNED_BYTE type. When CUDA surfaces
//are synchronized with OpenGL textures, the surfaces will be of the same type.
//They won't know or care about their data types though, for they are all just byte arrays
//at heart. So be careful to ensure that any CUDA kernel that handles a CUDA surface
//uses it as an appropriate type. You will see that the update_surface kernel (defined
//above) treats each pixel as four unsigned bytes along the X-axis: one for red, green, blue,
//and alpha respectively.
//Create the CUDA array and texture reference
cudaArray* bitmap_d;
//Register the GL texture with the CUDA graphics library. A new cudaGraphicsResource is created, and its address is placed in cudaTextureID.
//Documentation: https://docs.nvidia.com/cuda/cuda-runtime-api/group__CUDART__OPENGL.html#group__CUDART__OPENGL_1g80d12187ae7590807c7676697d9fe03d
cudaGraphicsGLRegisterImage(&graphicsResourceOut, textureOut, GL_TEXTURE_2D,
cudaGraphicsRegisterFlagsNone);
cudaCheckError();
//Map graphics resources for access by CUDA.
//Documentation: https://docs.nvidia.com/cuda/cuda-runtime-api/group__CUDART__INTEROP.html#group__CUDART__INTEROP_1gad8fbe74d02adefb8e7efb4971ee6322
cudaGraphicsMapResources(1, &graphicsResourceOut, 0);
cudaCheckError();
//Get the location of the array of pixels that was mapped by the previous function and place that address in bitmap_d
//Documentation: https://docs.nvidia.com/cuda/cuda-runtime-api/group__CUDART__INTEROP.html#group__CUDART__INTEROP_1g0dd6b5f024dfdcff5c28a08ef9958031
cudaGraphicsSubResourceGetMappedArray(&bitmap_d, graphicsResourceOut, 0, 0);
cudaCheckError();
//Create a CUDA resource descriptor. This is used to get and set attributes of CUDA resources.
//This one will tell CUDA how we want the bitmap_surface to be configured.
//Documentation for the struct: https://docs.nvidia.com/cuda/cuda-runtime-api/structcudaResourceDesc.html#structcudaResourceDesc
struct cudaResourceDesc resDesc;
//Clear it with 0s so that some flags aren't arbitrarily left at 1s
memset(&resDesc, 0, sizeof(resDesc));
//Set the resource type to be an array for convenient processing in the CUDA kernel.
//List of resTypes: https://docs.nvidia.com/cuda/cuda-runtime-api/group__CUDART__TYPES.html#group__CUDART__TYPES_1g067b774c0e639817a00a972c8e2c203c
resDesc.resType = cudaResourceTypeArray;
//Bind the new descriptor with the bitmap created earlier.
resDesc.res.array.array = bitmap_d;
//Create a new CUDA surface ID reference.
//This is really just an unsigned long long.
//Docuentation: https://docs.nvidia.com/cuda/cuda-runtime-api/group__CUDART__TYPES.html#group__CUDART__TYPES_1gbe57cf2ccbe7f9d696f18808dd634c0a
surfaceOut = 0;
//Create the surface with the given description. That surface ID is placed in bitmap_surface.
//Documentation: https://docs.nvidia.com/cuda/cuda-runtime-api/group__CUDART__SURFACE__OBJECT.html#group__CUDART__SURFACE__OBJECT_1g958899474ab2c5f40d233b524d6c5a01
cudaCreateSurfaceObject(&surfaceOut, &resDesc);
cudaCheckError();
}
void Processor::destroyEverything()
{
if (surfacesInitialized) {
//Input image CUDA surface
cudaDestroySurfaceObject(d_imageInputTexture);
cudaGraphicsUnmapResources(1, &d_imageInputGraphicsResource);
cudaGraphicsUnregisterResource(d_imageInputGraphicsResource);
d_imageInputTexture = 0;
//Output image CUDA surface
cudaDestroySurfaceObject(d_imageOutputTexture);
cudaGraphicsUnmapResources(1, &d_imageOutputGraphicsResource);
cudaGraphicsUnregisterResource(d_imageOutputGraphicsResource);
d_imageOutputTexture = 0;
//Input image GL texture
glDeleteTextures(1, &imageInputTexture);
imageInputTexture = 0;
//Output image GL texture
glDeleteTextures(1, &imageOutputTexture);
imageOutputTexture = 0;
surfacesInitialized = false;
}
}
/** A way to initialize OpenGL with GLFW and GLAD */
void initGL() {
// Setup window
if (!glfwInit())
return;
// Decide GL+GLSL versions
#if __APPLE__
// GL 3.2 + GLSL 150
const char* glsl_version = "#version 150";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#else
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
#endif
// Create window with graphics context
currentGLFWWindow = glfwCreateWindow(windowWidth, windowHeight, "Output image (OpenGL + GLFW)", NULL, NULL);
if (currentGLFWWindow == NULL)
return;
glfwMakeContextCurrent(currentGLFWWindow);
glfwSwapInterval(3); // Enable vsync
if (!gladLoadGL()) {
// GLAD failed
printf( "GLAD failed to initialize :(" );
return;
}
//Change GL settings
glViewport(0, 0, windowWidth, windowHeight); // use a screen size of WIDTH x HEIGHT
glMatrixMode(GL_PROJECTION); // Make a simple 2D projection on the entire window
glLoadIdentity();
glOrtho(0.0, windowWidth, windowHeight, 0.0, 0.0, 100.0);
glMatrixMode(GL_MODELVIEW); // Set the matrix mode to object modeling
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the window
}
/** Renders the textures on the GLFW window and requests GLFW to update */
void showTextures(GLuint top, GLuint bottom) {
// Clear color and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW); // Operate on model-view matrix
glBindTexture(GL_TEXTURE_2D, top);
/* Draw top quad */
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2i(0, 0); glVertex2i(0, 0);
glTexCoord2i(0, 1); glVertex2i(0, windowHeight/2);
glTexCoord2i(1, 1); glVertex2i(windowWidth, windowHeight / 2);
glTexCoord2i(1, 0); glVertex2i(windowWidth, 0);
glEnd();
glDisable(GL_TEXTURE_2D);
/* Draw top quad */
glBindTexture(GL_TEXTURE_2D, bottom);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2i(0, 0); glVertex2i(0, windowHeight / 2);
glTexCoord2i(0, 1); glVertex2i(0, windowHeight);
glTexCoord2i(1, 1); glVertex2i(windowWidth, windowHeight);
glTexCoord2i(1, 0); glVertex2i(windowWidth, windowHeight / 2);
glEnd();
glDisable(GL_TEXTURE_2D);
glfwSwapBuffers(currentGLFWWindow);
glfwPollEvents();
}
int main() {
initGL();
int imageWidth = windowWidth;
int imageHeight = windowHeight / 2;
uint8_t* imageData = new uint8_t[imageWidth * imageHeight * 3];
Processor p;
while (!glfwWindowShouldClose(currentGLFWWindow))
{
//Process the image here
p.setInput(imageData, imageWidth, imageHeight);
p.processData();
showTextures(p.getInputTexture(), p.getOutputTexture());
}
}