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73c350d
1
Parent(s):
09758c4
Add initial module structure and base classes for samplers and representations
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- .gitattributes +2 -0
- app.py +321 -0
- assets/example_image/T.png +0 -0
- assets/example_image/typical_building_building.png +0 -0
- assets/example_image/typical_building_castle.png +0 -0
- assets/example_image/typical_building_colorful_cottage.png +0 -0
- assets/example_image/typical_building_maya_pyramid.png +0 -0
- assets/example_image/typical_building_mushroom.png +0 -0
- assets/example_image/typical_building_space_station.png +0 -0
- assets/example_image/typical_creature_dragon.png +0 -0
- assets/example_image/typical_creature_elephant.png +0 -0
- assets/example_image/typical_creature_furry.png +0 -0
- assets/example_image/typical_creature_quadruped.png +0 -0
- assets/example_image/typical_creature_robot_crab.png +0 -0
- assets/example_image/typical_creature_robot_dinosour.png +0 -0
- assets/example_image/typical_creature_rock_monster.png +0 -0
- assets/example_image/typical_humanoid_block_robot.png +0 -0
- assets/example_image/typical_humanoid_dragonborn.png +0 -0
- assets/example_image/typical_humanoid_dwarf.png +0 -0
- assets/example_image/typical_humanoid_goblin.png +0 -0
- assets/example_image/typical_humanoid_mech.png +0 -0
- assets/example_image/typical_misc_crate.png +0 -0
- assets/example_image/typical_misc_fireplace.png +0 -0
- assets/example_image/typical_misc_gate.png +0 -0
- assets/example_image/typical_misc_lantern.png +0 -0
- assets/example_image/typical_misc_magicbook.png +0 -0
- assets/example_image/typical_misc_mailbox.png +0 -0
- assets/example_image/typical_misc_monster_chest.png +0 -0
- assets/example_image/typical_misc_paper_machine.png +0 -0
- assets/example_image/typical_misc_phonograph.png +0 -0
- assets/example_image/typical_misc_portal2.png +0 -0
- assets/example_image/typical_misc_storage_chest.png +0 -0
- assets/example_image/typical_misc_telephone.png +0 -0
- assets/example_image/typical_misc_television.png +0 -0
- assets/example_image/typical_misc_workbench.png +0 -0
- assets/example_image/typical_vehicle_biplane.png +0 -0
- assets/example_image/typical_vehicle_bulldozer.png +0 -0
- assets/example_image/typical_vehicle_cart.png +0 -0
- assets/example_image/typical_vehicle_excavator.png +0 -0
- assets/example_image/typical_vehicle_helicopter.png +0 -0
- assets/example_image/typical_vehicle_locomotive.png +0 -0
- assets/example_image/typical_vehicle_pirate_ship.png +0 -0
- assets/example_image/weatherworn_misc_paper_machine3.png +0 -0
- extensions/nvdiffrast/LICENSE.txt +97 -0
- extensions/nvdiffrast/README.md +42 -0
- extensions/nvdiffrast/nvdiffrast/__init__.py +9 -0
- extensions/nvdiffrast/nvdiffrast/common/antialias.cu +558 -0
- extensions/nvdiffrast/nvdiffrast/common/antialias.h +50 -0
- extensions/nvdiffrast/nvdiffrast/common/common.cpp +60 -0
- extensions/nvdiffrast/nvdiffrast/common/common.h +263 -0
.gitattributes
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*.zip filter=lfs diff=lfs merge=lfs -text
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*.zst filter=lfs diff=lfs merge=lfs -text
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*tfevents* filter=lfs diff=lfs merge=lfs -text
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*.zip filter=lfs diff=lfs merge=lfs -text
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*.zst filter=lfs diff=lfs merge=lfs -text
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*tfevents* filter=lfs diff=lfs merge=lfs -text
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wheels/nvdiffrast-0.3.3-cp310-cp310-linux_x86_64.whl filter=lfs diff=lfs merge=lfs -text
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wheels/*.whl filter=lfs diff=lfs merge=lfs -text
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app.py
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| 1 |
+
import gradio as gr
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import spaces
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from gradio_litmodel3d import LitModel3D
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import os
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os.environ['SPCONV_ALGO'] = 'native'
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from typing import *
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import torch
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import numpy as np
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import imageio
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import uuid
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from easydict import EasyDict as edict
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from PIL import Image
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from trellis.pipelines import TrellisImageTo3DPipeline
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from trellis.representations import Gaussian, MeshExtractResult
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from trellis.utils import render_utils, postprocessing_utils
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from huggingface_hub import InferenceClient
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client = InferenceClient(api_key=os.environ["HF_API_KEY"])
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def generate_t2i_prompt(item_name):
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llm_prompt_template = """You are tasked with creating a concise yet highly detailed description of an item to be used for generating an image in a game development pipeline. The image should show the **entire item** with no parts cropped or hidden. The background should always be plain and monocolor, with no focus on it.
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### Guidelines:
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1. **Whole Item Focus**: The description should emphasize the full item, ensuring it is clearly depicted in the image.
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2. **Concise Details**: Use vivid but compact language to describe the item's shape, materials, textures, colors, and unique features. Avoid unnecessary elaboration or context.
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3. **No Background Details**: Specify that the background is plain and monocolor without describing it further.
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### Examples:
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Item: "Golden Pocket Watch"
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A vintage golden pocket watch with intricate floral engravings, polished metal, and Roman numerals on its clock face. Its chain is smooth and reflective, completing the elegant design.
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Item: "Crystal Vase"
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A tall crystal vase with a fluted top edge, clear polished surface, and delicate floral engravings. The crystal glimmers subtly, showing off its refined craftsmanship.
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Now generate a concise description for the item: "{item_name}"
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Focus on the item itself, ensuring it is fully described, and specify a plain, white background and the output is no longer than 77 tokens.
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"""
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messages = [
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{
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"role": "user",
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"content": llm_prompt_template.format(item_name=item_name)
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}
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]
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completion = client.chat.completions.create(
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model="Qwen/Qwen2.5-72B-Instruct",
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messages=messages,
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| 50 |
+
max_tokens=500
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)
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object_t2i_prompt = completion.choices[0].message.content
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print(object_t2i_prompt)
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return object_t2i_prompt
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| 56 |
+
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+
# generate_t2i_prompt("Golden Isalmic Mosque")
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+
# exit()
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| 59 |
+
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+
def generate_item_image(object_t2i_prompt):
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+
image = client.text_to_image(object_t2i_prompt, model="black-forest-labs/FLUX.1-dev", width=1024, height=1024, guidance_scale=3.5, num_inference_steps=28)
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trial_id, processed_image = preprocess_image(image)
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return trial_id, processed_image
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| 64 |
+
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+
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MAX_SEED = np.iinfo(np.int32).max
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TMP_DIR = "/tmp/Trellis-demo"
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+
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os.makedirs(TMP_DIR, exist_ok=True)
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+
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+
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def preprocess_image(image: Image.Image) -> Tuple[str, Image.Image]:
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+
"""
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+
Preprocess the input image.
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+
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| 76 |
+
Args:
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| 77 |
+
image (Image.Image): The input image.
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| 78 |
+
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+
Returns:
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| 80 |
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str: uuid of the trial.
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Image.Image: The preprocessed image.
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+
"""
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trial_id = str(uuid.uuid4())
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processed_image = pipeline.preprocess_image(image)
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processed_image.save(f"{TMP_DIR}/{trial_id}.png")
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+
return trial_id, processed_image
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+
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| 88 |
+
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def pack_state(gs: Gaussian, mesh: MeshExtractResult, trial_id: str) -> dict:
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return {
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'gaussian': {
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**gs.init_params,
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+
'_xyz': gs._xyz.cpu().numpy(),
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+
'_features_dc': gs._features_dc.cpu().numpy(),
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'_scaling': gs._scaling.cpu().numpy(),
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'_rotation': gs._rotation.cpu().numpy(),
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'_opacity': gs._opacity.cpu().numpy(),
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+
},
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'mesh': {
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| 100 |
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'vertices': mesh.vertices.cpu().numpy(),
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| 101 |
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'faces': mesh.faces.cpu().numpy(),
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+
},
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'trial_id': trial_id,
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}
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+
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+
def unpack_state(state: dict) -> Tuple[Gaussian, edict, str]:
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gs = Gaussian(
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| 109 |
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aabb=state['gaussian']['aabb'],
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| 110 |
+
sh_degree=state['gaussian']['sh_degree'],
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| 111 |
+
mininum_kernel_size=state['gaussian']['mininum_kernel_size'],
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| 112 |
+
scaling_bias=state['gaussian']['scaling_bias'],
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| 113 |
+
opacity_bias=state['gaussian']['opacity_bias'],
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| 114 |
+
scaling_activation=state['gaussian']['scaling_activation'],
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| 115 |
+
)
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+
gs._xyz = torch.tensor(state['gaussian']['_xyz'], device='cuda')
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| 117 |
+
gs._features_dc = torch.tensor(state['gaussian']['_features_dc'], device='cuda')
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| 118 |
+
gs._scaling = torch.tensor(state['gaussian']['_scaling'], device='cuda')
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| 119 |
+
gs._rotation = torch.tensor(state['gaussian']['_rotation'], device='cuda')
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| 120 |
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gs._opacity = torch.tensor(state['gaussian']['_opacity'], device='cuda')
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| 121 |
+
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| 122 |
+
mesh = edict(
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| 123 |
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vertices=torch.tensor(state['mesh']['vertices'], device='cuda'),
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| 124 |
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faces=torch.tensor(state['mesh']['faces'], device='cuda'),
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| 125 |
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)
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| 126 |
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| 127 |
+
return gs, mesh, state['trial_id']
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| 128 |
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@spaces.GPU
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| 131 |
+
def image_to_3d(trial_id: str, seed: int, randomize_seed: bool, ss_guidance_strength: float, ss_sampling_steps: int, slat_guidance_strength: float, slat_sampling_steps: int) -> Tuple[dict, str]:
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| 132 |
+
"""
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| 133 |
+
Convert an image to a 3D model.
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| 134 |
+
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| 135 |
+
Args:
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| 136 |
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trial_id (str): The uuid of the trial.
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| 137 |
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seed (int): The random seed.
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| 138 |
+
randomize_seed (bool): Whether to randomize the seed.
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| 139 |
+
ss_guidance_strength (float): The guidance strength for sparse structure generation.
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| 140 |
+
ss_sampling_steps (int): The number of sampling steps for sparse structure generation.
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| 141 |
+
slat_guidance_strength (float): The guidance strength for structured latent generation.
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| 142 |
+
slat_sampling_steps (int): The number of sampling steps for structured latent generation.
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| 143 |
+
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| 144 |
+
Returns:
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| 145 |
+
dict: The information of the generated 3D model.
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| 146 |
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str: The path to the video of the 3D model.
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| 147 |
+
"""
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| 148 |
+
if randomize_seed:
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| 149 |
+
seed = np.random.randint(0, MAX_SEED)
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| 150 |
+
outputs = pipeline.run(
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| 151 |
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Image.open(f"{TMP_DIR}/{trial_id}.png"),
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| 152 |
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seed=seed,
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| 153 |
+
formats=["gaussian", "mesh"],
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| 154 |
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preprocess_image=False,
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| 155 |
+
sparse_structure_sampler_params={
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| 156 |
+
"steps": ss_sampling_steps,
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| 157 |
+
"cfg_strength": ss_guidance_strength,
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| 158 |
+
},
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| 159 |
+
slat_sampler_params={
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| 160 |
+
"steps": slat_sampling_steps,
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| 161 |
+
"cfg_strength": slat_guidance_strength,
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},
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+
)
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| 164 |
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video = render_utils.render_video(outputs['gaussian'][0], num_frames=120)['color']
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| 165 |
+
video_geo = render_utils.render_video(outputs['mesh'][0], num_frames=120)['normal']
|
| 166 |
+
video = [np.concatenate([video[i], video_geo[i]], axis=1) for i in range(len(video))]
|
| 167 |
+
trial_id = uuid.uuid4()
|
| 168 |
+
video_path = f"{TMP_DIR}/{trial_id}.mp4"
|
| 169 |
+
os.makedirs(os.path.dirname(video_path), exist_ok=True)
|
| 170 |
+
imageio.mimsave(video_path, video, fps=15)
|
| 171 |
+
state = pack_state(outputs['gaussian'][0], outputs['mesh'][0], trial_id)
|
| 172 |
+
return state, video_path
|
| 173 |
+
|
| 174 |
+
|
| 175 |
+
@spaces.GPU
|
| 176 |
+
def extract_glb(state: dict, mesh_simplify: float, texture_size: int) -> Tuple[str, str]:
|
| 177 |
+
"""
|
| 178 |
+
Extract a GLB file from the 3D model.
|
| 179 |
+
|
| 180 |
+
Args:
|
| 181 |
+
state (dict): The state of the generated 3D model.
|
| 182 |
+
mesh_simplify (float): The mesh simplification factor.
|
| 183 |
+
texture_size (int): The texture resolution.
|
| 184 |
+
|
| 185 |
+
Returns:
|
| 186 |
+
str: The path to the extracted GLB file.
|
| 187 |
+
"""
|
| 188 |
+
gs, mesh, trial_id = unpack_state(state)
|
| 189 |
+
glb = postprocessing_utils.to_glb(gs, mesh, simplify=mesh_simplify, texture_size=texture_size, verbose=False)
|
| 190 |
+
glb_path = f"{TMP_DIR}/{trial_id}.glb"
|
| 191 |
+
glb.export(glb_path)
|
| 192 |
+
return glb_path, glb_path
|
| 193 |
+
|
| 194 |
+
|
| 195 |
+
def activate_button() -> gr.Button:
|
| 196 |
+
return gr.Button(interactive=True)
|
| 197 |
+
|
| 198 |
+
|
| 199 |
+
def deactivate_button() -> gr.Button:
|
| 200 |
+
return gr.Button(interactive=False)
|
| 201 |
+
|
| 202 |
+
|
| 203 |
+
with gr.Blocks(title="Game Items Generator") as demo:
|
| 204 |
+
gr.HTML("<h1 style='text-align: center;'>Game Items Generator</h1>")
|
| 205 |
+
gr.Markdown("""
|
| 206 |
+
## Text or Image to 3D Asset with [TRELLIS](https://trellis3d.github.io/)
|
| 207 |
+
- Write in a very simple words the item you want for your game and click "Enhance Prompt" to generate a text-to-image prompt.
|
| 208 |
+
- Click "Generate Image" to generate an image of the item or you can bypass all of the previous steps and uplod your own image.
|
| 209 |
+
- Click "Generate 3D video" to create a 3D asset. If the image has alpha channel, it be used as the mask. Otherwise, we use `rembg` to remove the background.
|
| 210 |
+
* If you find the generated 3D asset satisfactory, click "Extract GLB" to extract the GLB file and download it.
|
| 211 |
+
""")
|
| 212 |
+
|
| 213 |
+
with gr.Row():
|
| 214 |
+
with gr.Column():
|
| 215 |
+
with gr.Row():
|
| 216 |
+
item_text_field = gr.Textbox(label="Item Name", placeholder="Enter the name of the item", lines=2, scale=4)
|
| 217 |
+
enhance_prompt_btn = gr.Button("Enhance Prompt", variant="primary", scale=1)
|
| 218 |
+
generate_image_btn = gr.Button("Generate Image", variant="primary")
|
| 219 |
+
image_prompt = gr.Image(label="Image Prompt", image_mode="RGBA", type="pil", height=300)
|
| 220 |
+
|
| 221 |
+
with gr.Accordion(label="Generation Settings", open=False):
|
| 222 |
+
seed = gr.Slider(0, MAX_SEED, label="Seed", value=0, step=1)
|
| 223 |
+
randomize_seed = gr.Checkbox(label="Randomize Seed", value=True)
|
| 224 |
+
gr.Markdown("Stage 1: Sparse Structure Generation")
|
| 225 |
+
with gr.Row():
|
| 226 |
+
ss_guidance_strength = gr.Slider(0.0, 10.0, label="Guidance Strength", value=7.5, step=0.1)
|
| 227 |
+
ss_sampling_steps = gr.Slider(1, 50, label="Sampling Steps", value=12, step=1)
|
| 228 |
+
gr.Markdown("Stage 2: Structured Latent Generation")
|
| 229 |
+
with gr.Row():
|
| 230 |
+
slat_guidance_strength = gr.Slider(0.0, 10.0, label="Guidance Strength", value=3.0, step=0.1)
|
| 231 |
+
slat_sampling_steps = gr.Slider(1, 50, label="Sampling Steps", value=12, step=1)
|
| 232 |
+
|
| 233 |
+
generate_btn = gr.Button("Generate 3D video")
|
| 234 |
+
|
| 235 |
+
with gr.Accordion(label="GLB Extraction Settings", open=False):
|
| 236 |
+
mesh_simplify = gr.Slider(0.9, 0.98, label="Simplify", value=0.95, step=0.01)
|
| 237 |
+
texture_size = gr.Slider(512, 2048, label="Texture Size", value=1024, step=512)
|
| 238 |
+
|
| 239 |
+
extract_glb_btn = gr.Button("Extract GLB", interactive=False)
|
| 240 |
+
|
| 241 |
+
with gr.Column():
|
| 242 |
+
video_output = gr.Video(label="Generated 3D Asset", autoplay=True, loop=True, height=300)
|
| 243 |
+
model_output = LitModel3D(label="Extracted GLB", exposure=20.0, height=300)
|
| 244 |
+
download_glb = gr.DownloadButton(label="Download GLB", interactive=False)
|
| 245 |
+
|
| 246 |
+
trial_id = gr.Textbox(visible=False)
|
| 247 |
+
output_buf = gr.State()
|
| 248 |
+
|
| 249 |
+
# Example images at the bottom of the page
|
| 250 |
+
with gr.Row():
|
| 251 |
+
examples = gr.Examples(
|
| 252 |
+
examples=[
|
| 253 |
+
f'assets/example_image/{image}'
|
| 254 |
+
for image in os.listdir("assets/example_image")
|
| 255 |
+
],
|
| 256 |
+
inputs=[image_prompt],
|
| 257 |
+
fn=preprocess_image,
|
| 258 |
+
outputs=[trial_id, image_prompt],
|
| 259 |
+
run_on_click=True,
|
| 260 |
+
examples_per_page=64,
|
| 261 |
+
)
|
| 262 |
+
|
| 263 |
+
# Handlers
|
| 264 |
+
enhance_prompt_btn.click(
|
| 265 |
+
generate_t2i_prompt,
|
| 266 |
+
inputs=[item_text_field],
|
| 267 |
+
outputs=[item_text_field],
|
| 268 |
+
)
|
| 269 |
+
generate_image_btn.click(
|
| 270 |
+
generate_item_image,
|
| 271 |
+
inputs=[item_text_field],
|
| 272 |
+
outputs=[trial_id, image_prompt],
|
| 273 |
+
)
|
| 274 |
+
image_prompt.upload(
|
| 275 |
+
preprocess_image,
|
| 276 |
+
inputs=[image_prompt],
|
| 277 |
+
outputs=[trial_id, image_prompt],
|
| 278 |
+
)
|
| 279 |
+
image_prompt.clear(
|
| 280 |
+
lambda: '',
|
| 281 |
+
outputs=[trial_id],
|
| 282 |
+
)
|
| 283 |
+
|
| 284 |
+
generate_btn.click(
|
| 285 |
+
image_to_3d,
|
| 286 |
+
inputs=[trial_id, seed, randomize_seed, ss_guidance_strength, ss_sampling_steps, slat_guidance_strength, slat_sampling_steps],
|
| 287 |
+
outputs=[output_buf, video_output],
|
| 288 |
+
).then(
|
| 289 |
+
activate_button,
|
| 290 |
+
outputs=[extract_glb_btn],
|
| 291 |
+
)
|
| 292 |
+
|
| 293 |
+
video_output.clear(
|
| 294 |
+
deactivate_button,
|
| 295 |
+
outputs=[extract_glb_btn],
|
| 296 |
+
)
|
| 297 |
+
|
| 298 |
+
extract_glb_btn.click(
|
| 299 |
+
extract_glb,
|
| 300 |
+
inputs=[output_buf, mesh_simplify, texture_size],
|
| 301 |
+
outputs=[model_output, download_glb],
|
| 302 |
+
).then(
|
| 303 |
+
activate_button,
|
| 304 |
+
outputs=[download_glb],
|
| 305 |
+
)
|
| 306 |
+
|
| 307 |
+
model_output.clear(
|
| 308 |
+
deactivate_button,
|
| 309 |
+
outputs=[download_glb],
|
| 310 |
+
)
|
| 311 |
+
|
| 312 |
+
|
| 313 |
+
# Launch the Gradio app
|
| 314 |
+
if __name__ == "__main__":
|
| 315 |
+
pipeline = TrellisImageTo3DPipeline.from_pretrained("JeffreyXiang/TRELLIS-image-large")
|
| 316 |
+
pipeline.cuda()
|
| 317 |
+
try:
|
| 318 |
+
pipeline.preprocess_image(Image.fromarray(np.zeros((512, 512, 3), dtype=np.uint8))) # Preload rembg
|
| 319 |
+
except:
|
| 320 |
+
pass
|
| 321 |
+
demo.launch()
|
assets/example_image/T.png
ADDED
|
assets/example_image/typical_building_building.png
ADDED
|
assets/example_image/typical_building_castle.png
ADDED
|
assets/example_image/typical_building_colorful_cottage.png
ADDED
|
assets/example_image/typical_building_maya_pyramid.png
ADDED
|
assets/example_image/typical_building_mushroom.png
ADDED
|
assets/example_image/typical_building_space_station.png
ADDED
|
assets/example_image/typical_creature_dragon.png
ADDED
|
assets/example_image/typical_creature_elephant.png
ADDED
|
assets/example_image/typical_creature_furry.png
ADDED
|
assets/example_image/typical_creature_quadruped.png
ADDED
|
assets/example_image/typical_creature_robot_crab.png
ADDED
|
assets/example_image/typical_creature_robot_dinosour.png
ADDED
|
assets/example_image/typical_creature_rock_monster.png
ADDED
|
assets/example_image/typical_humanoid_block_robot.png
ADDED
|
assets/example_image/typical_humanoid_dragonborn.png
ADDED
|
assets/example_image/typical_humanoid_dwarf.png
ADDED
|
assets/example_image/typical_humanoid_goblin.png
ADDED
|
assets/example_image/typical_humanoid_mech.png
ADDED
|
assets/example_image/typical_misc_crate.png
ADDED
|
assets/example_image/typical_misc_fireplace.png
ADDED
|
assets/example_image/typical_misc_gate.png
ADDED
|
assets/example_image/typical_misc_lantern.png
ADDED
|
assets/example_image/typical_misc_magicbook.png
ADDED
|
assets/example_image/typical_misc_mailbox.png
ADDED
|
assets/example_image/typical_misc_monster_chest.png
ADDED
|
assets/example_image/typical_misc_paper_machine.png
ADDED
|
assets/example_image/typical_misc_phonograph.png
ADDED
|
assets/example_image/typical_misc_portal2.png
ADDED
|
assets/example_image/typical_misc_storage_chest.png
ADDED
|
assets/example_image/typical_misc_telephone.png
ADDED
|
assets/example_image/typical_misc_television.png
ADDED
|
assets/example_image/typical_misc_workbench.png
ADDED
|
assets/example_image/typical_vehicle_biplane.png
ADDED
|
assets/example_image/typical_vehicle_bulldozer.png
ADDED
|
assets/example_image/typical_vehicle_cart.png
ADDED
|
assets/example_image/typical_vehicle_excavator.png
ADDED
|
assets/example_image/typical_vehicle_helicopter.png
ADDED
|
assets/example_image/typical_vehicle_locomotive.png
ADDED
|
assets/example_image/typical_vehicle_pirate_ship.png
ADDED
|
assets/example_image/weatherworn_misc_paper_machine3.png
ADDED
|
extensions/nvdiffrast/LICENSE.txt
ADDED
|
@@ -0,0 +1,97 @@
|
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|
| 1 |
+
Copyright (c) 2020, NVIDIA Corporation. All rights reserved.
|
| 2 |
+
|
| 3 |
+
|
| 4 |
+
Nvidia Source Code License (1-Way Commercial)
|
| 5 |
+
|
| 6 |
+
=======================================================================
|
| 7 |
+
|
| 8 |
+
1. Definitions
|
| 9 |
+
|
| 10 |
+
"Licensor" means any person or entity that distributes its Work.
|
| 11 |
+
|
| 12 |
+
"Software" means the original work of authorship made available under
|
| 13 |
+
this License.
|
| 14 |
+
|
| 15 |
+
"Work" means the Software and any additions to or derivative works of
|
| 16 |
+
the Software that are made available under this License.
|
| 17 |
+
|
| 18 |
+
The terms "reproduce," "reproduction," "derivative works," and
|
| 19 |
+
"distribution" have the meaning as provided under U.S. copyright law;
|
| 20 |
+
provided, however, that for the purposes of this License, derivative
|
| 21 |
+
works shall not include works that remain separable from, or merely
|
| 22 |
+
link (or bind by name) to the interfaces of, the Work.
|
| 23 |
+
|
| 24 |
+
Works, including the Software, are "made available" under this License
|
| 25 |
+
by including in or with the Work either (a) a copyright notice
|
| 26 |
+
referencing the applicability of this License to the Work, or (b) a
|
| 27 |
+
copy of this License.
|
| 28 |
+
|
| 29 |
+
2. License Grants
|
| 30 |
+
|
| 31 |
+
2.1 Copyright Grant. Subject to the terms and conditions of this
|
| 32 |
+
License, each Licensor grants to you a perpetual, worldwide,
|
| 33 |
+
non-exclusive, royalty-free, copyright license to reproduce,
|
| 34 |
+
prepare derivative works of, publicly display, publicly perform,
|
| 35 |
+
sublicense and distribute its Work and any resulting derivative
|
| 36 |
+
works in any form.
|
| 37 |
+
|
| 38 |
+
3. Limitations
|
| 39 |
+
|
| 40 |
+
3.1 Redistribution. You may reproduce or distribute the Work only
|
| 41 |
+
if (a) you do so under this License, (b) you include a complete
|
| 42 |
+
copy of this License with your distribution, and (c) you retain
|
| 43 |
+
without modification any copyright, patent, trademark, or
|
| 44 |
+
attribution notices that are present in the Work.
|
| 45 |
+
|
| 46 |
+
3.2 Derivative Works. You may specify that additional or different
|
| 47 |
+
terms apply to the use, reproduction, and distribution of your
|
| 48 |
+
derivative works of the Work ("Your Terms") only if (a) Your Terms
|
| 49 |
+
provide that the use limitation in Section 3.3 applies to your
|
| 50 |
+
derivative works, and (b) you identify the specific derivative
|
| 51 |
+
works that are subject to Your Terms. Notwithstanding Your Terms,
|
| 52 |
+
this License (including the redistribution requirements in Section
|
| 53 |
+
3.1) will continue to apply to the Work itself.
|
| 54 |
+
|
| 55 |
+
3.3 Use Limitation. The Work and any derivative works thereof only
|
| 56 |
+
may be used or intended for use non-commercially. The Work or
|
| 57 |
+
derivative works thereof may be used or intended for use by Nvidia
|
| 58 |
+
or its affiliates commercially or non-commercially. As used herein,
|
| 59 |
+
"non-commercially" means for research or evaluation purposes only
|
| 60 |
+
and not for any direct or indirect monetary gain.
|
| 61 |
+
|
| 62 |
+
3.4 Patent Claims. If you bring or threaten to bring a patent claim
|
| 63 |
+
against any Licensor (including any claim, cross-claim or
|
| 64 |
+
counterclaim in a lawsuit) to enforce any patents that you allege
|
| 65 |
+
are infringed by any Work, then your rights under this License from
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| 66 |
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such Licensor (including the grant in Section 2.1) will terminate
|
| 67 |
+
immediately.
|
| 68 |
+
|
| 69 |
+
3.5 Trademarks. This License does not grant any rights to use any
|
| 70 |
+
Licensor's or its affiliates' names, logos, or trademarks, except
|
| 71 |
+
as necessary to reproduce the notices described in this License.
|
| 72 |
+
|
| 73 |
+
3.6 Termination. If you violate any term of this License, then your
|
| 74 |
+
rights under this License (including the grant in Section 2.1) will
|
| 75 |
+
terminate immediately.
|
| 76 |
+
|
| 77 |
+
4. Disclaimer of Warranty.
|
| 78 |
+
|
| 79 |
+
THE WORK IS PROVIDED "AS IS" WITHOUT WARRANTIES OR CONDITIONS OF ANY
|
| 80 |
+
KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WARRANTIES OR CONDITIONS OF
|
| 81 |
+
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, TITLE OR
|
| 82 |
+
NON-INFRINGEMENT. YOU BEAR THE RISK OF UNDERTAKING ANY ACTIVITIES UNDER
|
| 83 |
+
THIS LICENSE.
|
| 84 |
+
|
| 85 |
+
5. Limitation of Liability.
|
| 86 |
+
|
| 87 |
+
EXCEPT AS PROHIBITED BY APPLICABLE LAW, IN NO EVENT AND UNDER NO LEGAL
|
| 88 |
+
THEORY, WHETHER IN TORT (INCLUDING NEGLIGENCE), CONTRACT, OR OTHERWISE
|
| 89 |
+
SHALL ANY LICENSOR BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY DIRECT,
|
| 90 |
+
INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES ARISING OUT OF
|
| 91 |
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OR RELATED TO THIS LICENSE, THE USE OR INABILITY TO USE THE WORK
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| 92 |
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(INCLUDING BUT NOT LIMITED TO LOSS OF GOODWILL, BUSINESS INTERRUPTION,
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| 93 |
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LOST PROFITS OR DATA, COMPUTER FAILURE OR MALFUNCTION, OR ANY OTHER
|
| 94 |
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COMMERCIAL DAMAGES OR LOSSES), EVEN IF THE LICENSOR HAS BEEN ADVISED OF
|
| 95 |
+
THE POSSIBILITY OF SUCH DAMAGES.
|
| 96 |
+
|
| 97 |
+
=======================================================================
|
extensions/nvdiffrast/README.md
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
## Nvdiffrast – Modular Primitives for High-Performance Differentiable Rendering
|
| 2 |
+
|
| 3 |
+

|
| 4 |
+
|
| 5 |
+
**Modular Primitives for High-Performance Differentiable Rendering**<br>
|
| 6 |
+
Samuli Laine, Janne Hellsten, Tero Karras, Yeongho Seol, Jaakko Lehtinen, Timo Aila<br>
|
| 7 |
+
[http://arxiv.org/abs/2011.03277](http://arxiv.org/abs/2011.03277)
|
| 8 |
+
|
| 9 |
+
Nvdiffrast is a PyTorch/TensorFlow library that provides high-performance primitive operations for rasterization-based differentiable rendering.
|
| 10 |
+
Please refer to ☞☞ [nvdiffrast documentation](https://nvlabs.github.io/nvdiffrast) ☜☜ for more information.
|
| 11 |
+
|
| 12 |
+
## Licenses
|
| 13 |
+
|
| 14 |
+
Copyright © 2020–2024, NVIDIA Corporation. All rights reserved.
|
| 15 |
+
|
| 16 |
+
This work is made available under the [Nvidia Source Code License](https://github.com/NVlabs/nvdiffrast/blob/main/LICENSE.txt).
|
| 17 |
+
|
| 18 |
+
For business inquiries, please visit our website and submit the form: [NVIDIA Research Licensing](https://www.nvidia.com/en-us/research/inquiries/)
|
| 19 |
+
|
| 20 |
+
We do not currently accept outside code contributions in the form of pull requests.
|
| 21 |
+
|
| 22 |
+
Environment map stored as part of `samples/data/envphong.npz` is derived from a Wave Engine
|
| 23 |
+
[sample material](https://github.com/WaveEngine/Samples-2.5/tree/master/Materials/EnvironmentMap/Content/Assets/CubeMap.cubemap)
|
| 24 |
+
originally shared under
|
| 25 |
+
[MIT License](https://github.com/WaveEngine/Samples-2.5/blob/master/LICENSE.md).
|
| 26 |
+
Mesh and texture stored as part of `samples/data/earth.npz` are derived from
|
| 27 |
+
[3D Earth Photorealistic 2K](https://www.turbosquid.com/3d-models/3d-realistic-earth-photorealistic-2k-1279125)
|
| 28 |
+
model originally made available under
|
| 29 |
+
[TurboSquid 3D Model License](https://blog.turbosquid.com/turbosquid-3d-model-license/#3d-model-license).
|
| 30 |
+
|
| 31 |
+
## Citation
|
| 32 |
+
|
| 33 |
+
```
|
| 34 |
+
@article{Laine2020diffrast,
|
| 35 |
+
title = {Modular Primitives for High-Performance Differentiable Rendering},
|
| 36 |
+
author = {Samuli Laine and Janne Hellsten and Tero Karras and Yeongho Seol and Jaakko Lehtinen and Timo Aila},
|
| 37 |
+
journal = {ACM Transactions on Graphics},
|
| 38 |
+
year = {2020},
|
| 39 |
+
volume = {39},
|
| 40 |
+
number = {6}
|
| 41 |
+
}
|
| 42 |
+
```
|
extensions/nvdiffrast/nvdiffrast/__init__.py
ADDED
|
@@ -0,0 +1,9 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
# Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved.
|
| 2 |
+
#
|
| 3 |
+
# NVIDIA CORPORATION and its licensors retain all intellectual property
|
| 4 |
+
# and proprietary rights in and to this software, related documentation
|
| 5 |
+
# and any modifications thereto. Any use, reproduction, disclosure or
|
| 6 |
+
# distribution of this software and related documentation without an express
|
| 7 |
+
# license agreement from NVIDIA CORPORATION is strictly prohibited.
|
| 8 |
+
|
| 9 |
+
__version__ = '0.3.3'
|
extensions/nvdiffrast/nvdiffrast/common/antialias.cu
ADDED
|
@@ -0,0 +1,558 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
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|
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|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
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|
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|
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
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|
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|
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|
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|
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|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
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|
|
|
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|
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|
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|
|
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|
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|
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|
|
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|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved.
|
| 2 |
+
//
|
| 3 |
+
// NVIDIA CORPORATION and its licensors retain all intellectual property
|
| 4 |
+
// and proprietary rights in and to this software, related documentation
|
| 5 |
+
// and any modifications thereto. Any use, reproduction, disclosure or
|
| 6 |
+
// distribution of this software and related documentation without an express
|
| 7 |
+
// license agreement from NVIDIA CORPORATION is strictly prohibited.
|
| 8 |
+
|
| 9 |
+
#include "antialias.h"
|
| 10 |
+
|
| 11 |
+
//------------------------------------------------------------------------
|
| 12 |
+
// Helpers.
|
| 13 |
+
|
| 14 |
+
#define F32_MAX (3.402823466e+38f)
|
| 15 |
+
static __forceinline__ __device__ bool same_sign(float a, float b) { return (__float_as_int(a) ^ __float_as_int(b)) >= 0; }
|
| 16 |
+
static __forceinline__ __device__ bool rational_gt(float n0, float n1, float d0, float d1) { return (n0*d1 > n1*d0) == same_sign(d0, d1); }
|
| 17 |
+
static __forceinline__ __device__ int max_idx3(float n0, float n1, float n2, float d0, float d1, float d2)
|
| 18 |
+
{
|
| 19 |
+
bool g10 = rational_gt(n1, n0, d1, d0);
|
| 20 |
+
bool g20 = rational_gt(n2, n0, d2, d0);
|
| 21 |
+
bool g21 = rational_gt(n2, n1, d2, d1);
|
| 22 |
+
if (g20 && g21) return 2;
|
| 23 |
+
if (g10) return 1;
|
| 24 |
+
return 0;
|
| 25 |
+
}
|
| 26 |
+
|
| 27 |
+
//------------------------------------------------------------------------
|
| 28 |
+
// Format of antialiasing work items stored in work buffer. Usually accessed directly as int4.
|
| 29 |
+
|
| 30 |
+
struct AAWorkItem
|
| 31 |
+
{
|
| 32 |
+
enum
|
| 33 |
+
{
|
| 34 |
+
EDGE_MASK = 3, // Edge index in lowest bits.
|
| 35 |
+
FLAG_DOWN_BIT = 2, // Down instead of right.
|
| 36 |
+
FLAG_TRI1_BIT = 3, // Edge is from other pixel's triangle.
|
| 37 |
+
};
|
| 38 |
+
|
| 39 |
+
int px, py; // Pixel x, y.
|
| 40 |
+
unsigned int pz_flags; // High 16 bits = pixel z, low 16 bits = edge index and flags.
|
| 41 |
+
float alpha; // Antialiasing alpha value. Zero if no AA.
|
| 42 |
+
};
|
| 43 |
+
|
| 44 |
+
//------------------------------------------------------------------------
|
| 45 |
+
// Hash functions. Adapted from public-domain code at http://www.burtleburtle.net/bob/hash/doobs.html
|
| 46 |
+
|
| 47 |
+
#define JENKINS_MAGIC (0x9e3779b9u)
|
| 48 |
+
static __device__ __forceinline__ void jenkins_mix(unsigned int& a, unsigned int& b, unsigned int& c)
|
| 49 |
+
{
|
| 50 |
+
a -= b; a -= c; a ^= (c>>13);
|
| 51 |
+
b -= c; b -= a; b ^= (a<<8);
|
| 52 |
+
c -= a; c -= b; c ^= (b>>13);
|
| 53 |
+
a -= b; a -= c; a ^= (c>>12);
|
| 54 |
+
b -= c; b -= a; b ^= (a<<16);
|
| 55 |
+
c -= a; c -= b; c ^= (b>>5);
|
| 56 |
+
a -= b; a -= c; a ^= (c>>3);
|
| 57 |
+
b -= c; b -= a; b ^= (a<<10);
|
| 58 |
+
c -= a; c -= b; c ^= (b>>15);
|
| 59 |
+
}
|
| 60 |
+
|
| 61 |
+
// Helper class for hash index iteration. Implements simple odd-skip linear probing with a key-dependent skip.
|
| 62 |
+
class HashIndex
|
| 63 |
+
{
|
| 64 |
+
public:
|
| 65 |
+
__device__ __forceinline__ HashIndex(const AntialiasKernelParams& p, uint64_t key)
|
| 66 |
+
{
|
| 67 |
+
m_mask = (p.allocTriangles << AA_LOG_HASH_ELEMENTS_PER_TRIANGLE(p.allocTriangles)) - 1; // This should work until triangle count exceeds 1073741824.
|
| 68 |
+
m_idx = (uint32_t)(key & 0xffffffffu);
|
| 69 |
+
m_skip = (uint32_t)(key >> 32);
|
| 70 |
+
uint32_t dummy = JENKINS_MAGIC;
|
| 71 |
+
jenkins_mix(m_idx, m_skip, dummy);
|
| 72 |
+
m_idx &= m_mask;
|
| 73 |
+
m_skip &= m_mask;
|
| 74 |
+
m_skip |= 1;
|
| 75 |
+
}
|
| 76 |
+
__device__ __forceinline__ int get(void) const { return m_idx; }
|
| 77 |
+
__device__ __forceinline__ void next(void) { m_idx = (m_idx + m_skip) & m_mask; }
|
| 78 |
+
private:
|
| 79 |
+
uint32_t m_idx, m_skip, m_mask;
|
| 80 |
+
};
|
| 81 |
+
|
| 82 |
+
static __device__ __forceinline__ void hash_insert(const AntialiasKernelParams& p, uint64_t key, int v)
|
| 83 |
+
{
|
| 84 |
+
HashIndex idx(p, key);
|
| 85 |
+
while(1)
|
| 86 |
+
{
|
| 87 |
+
uint64_t prev = atomicCAS((unsigned long long*)&p.evHash[idx.get()], 0, (unsigned long long)key);
|
| 88 |
+
if (prev == 0 || prev == key)
|
| 89 |
+
break;
|
| 90 |
+
idx.next();
|
| 91 |
+
}
|
| 92 |
+
int* q = (int*)&p.evHash[idx.get()];
|
| 93 |
+
int a = atomicCAS(q+2, 0, v);
|
| 94 |
+
if (a != 0 && a != v)
|
| 95 |
+
atomicCAS(q+3, 0, v);
|
| 96 |
+
}
|
| 97 |
+
|
| 98 |
+
static __device__ __forceinline__ int2 hash_find(const AntialiasKernelParams& p, uint64_t key)
|
| 99 |
+
{
|
| 100 |
+
HashIndex idx(p, key);
|
| 101 |
+
while(1)
|
| 102 |
+
{
|
| 103 |
+
uint4 entry = p.evHash[idx.get()];
|
| 104 |
+
uint64_t k = ((uint64_t)entry.x) | (((uint64_t)entry.y) << 32);
|
| 105 |
+
if (k == key || k == 0)
|
| 106 |
+
return make_int2((int)entry.z, (int)entry.w);
|
| 107 |
+
idx.next();
|
| 108 |
+
}
|
| 109 |
+
}
|
| 110 |
+
|
| 111 |
+
static __device__ __forceinline__ void evhash_insert_vertex(const AntialiasKernelParams& p, int va, int vb, int vn)
|
| 112 |
+
{
|
| 113 |
+
if (va == vb)
|
| 114 |
+
return;
|
| 115 |
+
|
| 116 |
+
uint64_t v0 = (uint32_t)min(va, vb) + 1; // canonical vertex order
|
| 117 |
+
uint64_t v1 = (uint32_t)max(va, vb) + 1;
|
| 118 |
+
uint64_t vk = v0 | (v1 << 32); // hash key
|
| 119 |
+
hash_insert(p, vk, vn + 1);
|
| 120 |
+
}
|
| 121 |
+
|
| 122 |
+
static __forceinline__ __device__ int evhash_find_vertex(const AntialiasKernelParams& p, int va, int vb, int vr)
|
| 123 |
+
{
|
| 124 |
+
if (va == vb)
|
| 125 |
+
return -1;
|
| 126 |
+
|
| 127 |
+
uint64_t v0 = (uint32_t)min(va, vb) + 1; // canonical vertex order
|
| 128 |
+
uint64_t v1 = (uint32_t)max(va, vb) + 1;
|
| 129 |
+
uint64_t vk = v0 | (v1 << 32); // hash key
|
| 130 |
+
int2 vn = hash_find(p, vk) - 1;
|
| 131 |
+
if (vn.x == vr) return vn.y;
|
| 132 |
+
if (vn.y == vr) return vn.x;
|
| 133 |
+
return -1;
|
| 134 |
+
}
|
| 135 |
+
|
| 136 |
+
//------------------------------------------------------------------------
|
| 137 |
+
// Mesh analysis kernel.
|
| 138 |
+
|
| 139 |
+
__global__ void AntialiasFwdMeshKernel(const AntialiasKernelParams p)
|
| 140 |
+
{
|
| 141 |
+
int idx = threadIdx.x + blockIdx.x * blockDim.x;
|
| 142 |
+
if (idx >= p.numTriangles)
|
| 143 |
+
return;
|
| 144 |
+
|
| 145 |
+
int v0 = p.tri[idx * 3 + 0];
|
| 146 |
+
int v1 = p.tri[idx * 3 + 1];
|
| 147 |
+
int v2 = p.tri[idx * 3 + 2];
|
| 148 |
+
|
| 149 |
+
if (v0 < 0 || v0 >= p.numVertices ||
|
| 150 |
+
v1 < 0 || v1 >= p.numVertices ||
|
| 151 |
+
v2 < 0 || v2 >= p.numVertices)
|
| 152 |
+
return;
|
| 153 |
+
|
| 154 |
+
if (v0 == v1 || v1 == v2 || v2 == v0)
|
| 155 |
+
return;
|
| 156 |
+
|
| 157 |
+
evhash_insert_vertex(p, v1, v2, v0);
|
| 158 |
+
evhash_insert_vertex(p, v2, v0, v1);
|
| 159 |
+
evhash_insert_vertex(p, v0, v1, v2);
|
| 160 |
+
}
|
| 161 |
+
|
| 162 |
+
//------------------------------------------------------------------------
|
| 163 |
+
// Discontinuity finder kernel.
|
| 164 |
+
|
| 165 |
+
__global__ void AntialiasFwdDiscontinuityKernel(const AntialiasKernelParams p)
|
| 166 |
+
{
|
| 167 |
+
// Calculate pixel position.
|
| 168 |
+
int px = blockIdx.x * AA_DISCONTINUITY_KERNEL_BLOCK_WIDTH + threadIdx.x;
|
| 169 |
+
int py = blockIdx.y * AA_DISCONTINUITY_KERNEL_BLOCK_HEIGHT + threadIdx.y;
|
| 170 |
+
int pz = blockIdx.z;
|
| 171 |
+
if (px >= p.width || py >= p.height || pz >= p.n)
|
| 172 |
+
return;
|
| 173 |
+
|
| 174 |
+
// Pointer to our TriIdx and fetch.
|
| 175 |
+
int pidx0 = ((px + p.width * (py + p.height * pz)) << 2) + 3;
|
| 176 |
+
float tri0 = p.rasterOut[pidx0]; // These can stay as float, as we only compare them against each other.
|
| 177 |
+
|
| 178 |
+
// Look right, clamp at edge.
|
| 179 |
+
int pidx1 = pidx0;
|
| 180 |
+
if (px < p.width - 1)
|
| 181 |
+
pidx1 += 4;
|
| 182 |
+
float tri1 = p.rasterOut[pidx1];
|
| 183 |
+
|
| 184 |
+
// Look down, clamp at edge.
|
| 185 |
+
int pidx2 = pidx0;
|
| 186 |
+
if (py < p.height - 1)
|
| 187 |
+
pidx2 += p.width << 2;
|
| 188 |
+
float tri2 = p.rasterOut[pidx2];
|
| 189 |
+
|
| 190 |
+
// Determine amount of work.
|
| 191 |
+
int count = 0;
|
| 192 |
+
if (tri1 != tri0) count = 1;
|
| 193 |
+
if (tri2 != tri0) count += 1;
|
| 194 |
+
if (!count)
|
| 195 |
+
return; // Exit warp.
|
| 196 |
+
|
| 197 |
+
// Coalesce work counter update to once per CTA.
|
| 198 |
+
__shared__ int s_temp;
|
| 199 |
+
s_temp = 0;
|
| 200 |
+
__syncthreads();
|
| 201 |
+
int idx = atomicAdd(&s_temp, count);
|
| 202 |
+
__syncthreads();
|
| 203 |
+
if (idx == 0)
|
| 204 |
+
{
|
| 205 |
+
int base = atomicAdd(&p.workBuffer[0].x, s_temp);
|
| 206 |
+
s_temp = base + 1; // don't clobber the counters in first slot.
|
| 207 |
+
}
|
| 208 |
+
__syncthreads();
|
| 209 |
+
idx += s_temp;
|
| 210 |
+
|
| 211 |
+
// Write to memory.
|
| 212 |
+
if (tri1 != tri0) p.workBuffer[idx++] = make_int4(px, py, (pz << 16), 0);
|
| 213 |
+
if (tri2 != tri0) p.workBuffer[idx] = make_int4(px, py, (pz << 16) + (1 << AAWorkItem::FLAG_DOWN_BIT), 0);
|
| 214 |
+
}
|
| 215 |
+
|
| 216 |
+
//------------------------------------------------------------------------
|
| 217 |
+
// Forward analysis kernel.
|
| 218 |
+
|
| 219 |
+
__global__ void AntialiasFwdAnalysisKernel(const AntialiasKernelParams p)
|
| 220 |
+
{
|
| 221 |
+
__shared__ int s_base;
|
| 222 |
+
int workCount = p.workBuffer[0].x;
|
| 223 |
+
for(;;)
|
| 224 |
+
{
|
| 225 |
+
// Persistent threads work fetcher.
|
| 226 |
+
__syncthreads();
|
| 227 |
+
if (threadIdx.x == 0)
|
| 228 |
+
s_base = atomicAdd(&p.workBuffer[0].y, AA_ANALYSIS_KERNEL_THREADS_PER_BLOCK);
|
| 229 |
+
__syncthreads();
|
| 230 |
+
int thread_idx = s_base + threadIdx.x;
|
| 231 |
+
if (thread_idx >= workCount)
|
| 232 |
+
return;
|
| 233 |
+
|
| 234 |
+
int4* pItem = p.workBuffer + thread_idx + 1;
|
| 235 |
+
int4 item = *pItem;
|
| 236 |
+
int px = item.x;
|
| 237 |
+
int py = item.y;
|
| 238 |
+
int pz = (int)(((unsigned int)item.z) >> 16);
|
| 239 |
+
int d = (item.z >> AAWorkItem::FLAG_DOWN_BIT) & 1;
|
| 240 |
+
|
| 241 |
+
int pixel0 = px + p.width * (py + p.height * pz);
|
| 242 |
+
int pixel1 = pixel0 + (d ? p.width : 1);
|
| 243 |
+
float2 zt0 = ((float2*)p.rasterOut)[(pixel0 << 1) + 1];
|
| 244 |
+
float2 zt1 = ((float2*)p.rasterOut)[(pixel1 << 1) + 1];
|
| 245 |
+
int tri0 = float_to_triidx(zt0.y) - 1;
|
| 246 |
+
int tri1 = float_to_triidx(zt1.y) - 1;
|
| 247 |
+
|
| 248 |
+
// Select triangle based on background / depth.
|
| 249 |
+
int tri = (tri0 >= 0) ? tri0 : tri1;
|
| 250 |
+
if (tri0 >= 0 && tri1 >= 0)
|
| 251 |
+
tri = (zt0.x < zt1.x) ? tri0 : tri1;
|
| 252 |
+
if (tri == tri1)
|
| 253 |
+
{
|
| 254 |
+
// Calculate with respect to neighbor pixel if chose that triangle.
|
| 255 |
+
px += 1 - d;
|
| 256 |
+
py += d;
|
| 257 |
+
}
|
| 258 |
+
|
| 259 |
+
// Bail out if triangle index is corrupt.
|
| 260 |
+
if (tri < 0 || tri >= p.numTriangles)
|
| 261 |
+
continue;
|
| 262 |
+
|
| 263 |
+
// Fetch vertex indices.
|
| 264 |
+
int vi0 = p.tri[tri * 3 + 0];
|
| 265 |
+
int vi1 = p.tri[tri * 3 + 1];
|
| 266 |
+
int vi2 = p.tri[tri * 3 + 2];
|
| 267 |
+
|
| 268 |
+
// Bail out if vertex indices are corrupt.
|
| 269 |
+
if (vi0 < 0 || vi0 >= p.numVertices ||
|
| 270 |
+
vi1 < 0 || vi1 >= p.numVertices ||
|
| 271 |
+
vi2 < 0 || vi2 >= p.numVertices)
|
| 272 |
+
continue;
|
| 273 |
+
|
| 274 |
+
// Fetch opposite vertex indices. Use vertex itself (always silhouette) if no opposite vertex exists.
|
| 275 |
+
int op0 = evhash_find_vertex(p, vi2, vi1, vi0);
|
| 276 |
+
int op1 = evhash_find_vertex(p, vi0, vi2, vi1);
|
| 277 |
+
int op2 = evhash_find_vertex(p, vi1, vi0, vi2);
|
| 278 |
+
|
| 279 |
+
// Instance mode: Adjust vertex indices based on minibatch index.
|
| 280 |
+
if (p.instance_mode)
|
| 281 |
+
{
|
| 282 |
+
int vbase = pz * p.numVertices;
|
| 283 |
+
vi0 += vbase;
|
| 284 |
+
vi1 += vbase;
|
| 285 |
+
vi2 += vbase;
|
| 286 |
+
if (op0 >= 0) op0 += vbase;
|
| 287 |
+
if (op1 >= 0) op1 += vbase;
|
| 288 |
+
if (op2 >= 0) op2 += vbase;
|
| 289 |
+
}
|
| 290 |
+
|
| 291 |
+
// Fetch vertex positions.
|
| 292 |
+
float4 p0 = ((float4*)p.pos)[vi0];
|
| 293 |
+
float4 p1 = ((float4*)p.pos)[vi1];
|
| 294 |
+
float4 p2 = ((float4*)p.pos)[vi2];
|
| 295 |
+
float4 o0 = (op0 < 0) ? p0 : ((float4*)p.pos)[op0];
|
| 296 |
+
float4 o1 = (op1 < 0) ? p1 : ((float4*)p.pos)[op1];
|
| 297 |
+
float4 o2 = (op2 < 0) ? p2 : ((float4*)p.pos)[op2];
|
| 298 |
+
|
| 299 |
+
// Project vertices to pixel space.
|
| 300 |
+
float w0 = 1.f / p0.w;
|
| 301 |
+
float w1 = 1.f / p1.w;
|
| 302 |
+
float w2 = 1.f / p2.w;
|
| 303 |
+
float ow0 = 1.f / o0.w;
|
| 304 |
+
float ow1 = 1.f / o1.w;
|
| 305 |
+
float ow2 = 1.f / o2.w;
|
| 306 |
+
float fx = (float)px + .5f - p.xh;
|
| 307 |
+
float fy = (float)py + .5f - p.yh;
|
| 308 |
+
float x0 = p0.x * w0 * p.xh - fx;
|
| 309 |
+
float y0 = p0.y * w0 * p.yh - fy;
|
| 310 |
+
float x1 = p1.x * w1 * p.xh - fx;
|
| 311 |
+
float y1 = p1.y * w1 * p.yh - fy;
|
| 312 |
+
float x2 = p2.x * w2 * p.xh - fx;
|
| 313 |
+
float y2 = p2.y * w2 * p.yh - fy;
|
| 314 |
+
float ox0 = o0.x * ow0 * p.xh - fx;
|
| 315 |
+
float oy0 = o0.y * ow0 * p.yh - fy;
|
| 316 |
+
float ox1 = o1.x * ow1 * p.xh - fx;
|
| 317 |
+
float oy1 = o1.y * ow1 * p.yh - fy;
|
| 318 |
+
float ox2 = o2.x * ow2 * p.xh - fx;
|
| 319 |
+
float oy2 = o2.y * ow2 * p.yh - fy;
|
| 320 |
+
|
| 321 |
+
// Signs to kill non-silhouette edges.
|
| 322 |
+
float bb = (x1-x0)*(y2-y0) - (x2-x0)*(y1-y0); // Triangle itself.
|
| 323 |
+
float a0 = (x1-ox0)*(y2-oy0) - (x2-ox0)*(y1-oy0); // Wings.
|
| 324 |
+
float a1 = (x2-ox1)*(y0-oy1) - (x0-ox1)*(y2-oy1);
|
| 325 |
+
float a2 = (x0-ox2)*(y1-oy2) - (x1-ox2)*(y0-oy2);
|
| 326 |
+
|
| 327 |
+
// If no matching signs anywhere, skip the rest.
|
| 328 |
+
if (same_sign(a0, bb) || same_sign(a1, bb) || same_sign(a2, bb))
|
| 329 |
+
{
|
| 330 |
+
// XY flip for horizontal edges.
|
| 331 |
+
if (d)
|
| 332 |
+
{
|
| 333 |
+
swap(x0, y0);
|
| 334 |
+
swap(x1, y1);
|
| 335 |
+
swap(x2, y2);
|
| 336 |
+
}
|
| 337 |
+
|
| 338 |
+
float dx0 = x2 - x1;
|
| 339 |
+
float dx1 = x0 - x2;
|
| 340 |
+
float dx2 = x1 - x0;
|
| 341 |
+
float dy0 = y2 - y1;
|
| 342 |
+
float dy1 = y0 - y2;
|
| 343 |
+
float dy2 = y1 - y0;
|
| 344 |
+
|
| 345 |
+
// Check if an edge crosses between us and the neighbor pixel.
|
| 346 |
+
float dc = -F32_MAX;
|
| 347 |
+
float ds = (tri == tri0) ? 1.f : -1.f;
|
| 348 |
+
float d0 = ds * (x1*dy0 - y1*dx0);
|
| 349 |
+
float d1 = ds * (x2*dy1 - y2*dx1);
|
| 350 |
+
float d2 = ds * (x0*dy2 - y0*dx2);
|
| 351 |
+
|
| 352 |
+
if (same_sign(y1, y2)) d0 = -F32_MAX, dy0 = 1.f;
|
| 353 |
+
if (same_sign(y2, y0)) d1 = -F32_MAX, dy1 = 1.f;
|
| 354 |
+
if (same_sign(y0, y1)) d2 = -F32_MAX, dy2 = 1.f;
|
| 355 |
+
|
| 356 |
+
int di = max_idx3(d0, d1, d2, dy0, dy1, dy2);
|
| 357 |
+
if (di == 0 && same_sign(a0, bb) && fabsf(dy0) >= fabsf(dx0)) dc = d0 / dy0;
|
| 358 |
+
if (di == 1 && same_sign(a1, bb) && fabsf(dy1) >= fabsf(dx1)) dc = d1 / dy1;
|
| 359 |
+
if (di == 2 && same_sign(a2, bb) && fabsf(dy2) >= fabsf(dx2)) dc = d2 / dy2;
|
| 360 |
+
float eps = .0625f; // Expect no more than 1/16 pixel inaccuracy.
|
| 361 |
+
|
| 362 |
+
// Adjust output image if a suitable edge was found.
|
| 363 |
+
if (dc > -eps && dc < 1.f + eps)
|
| 364 |
+
{
|
| 365 |
+
dc = fminf(fmaxf(dc, 0.f), 1.f);
|
| 366 |
+
float alpha = ds * (.5f - dc);
|
| 367 |
+
const float* pColor0 = p.color + pixel0 * p.channels;
|
| 368 |
+
const float* pColor1 = p.color + pixel1 * p.channels;
|
| 369 |
+
float* pOutput = p.output + (alpha > 0.f ? pixel0 : pixel1) * p.channels;
|
| 370 |
+
for (int i=0; i < p.channels; i++)
|
| 371 |
+
atomicAdd(&pOutput[i], alpha * (pColor1[i] - pColor0[i]));
|
| 372 |
+
|
| 373 |
+
// Rewrite the work item's flags and alpha. Keep original px, py.
|
| 374 |
+
unsigned int flags = pz << 16;
|
| 375 |
+
flags |= di;
|
| 376 |
+
flags |= d << AAWorkItem::FLAG_DOWN_BIT;
|
| 377 |
+
flags |= (__float_as_uint(ds) >> 31) << AAWorkItem::FLAG_TRI1_BIT;
|
| 378 |
+
((int2*)pItem)[1] = make_int2(flags, __float_as_int(alpha));
|
| 379 |
+
}
|
| 380 |
+
}
|
| 381 |
+
}
|
| 382 |
+
}
|
| 383 |
+
|
| 384 |
+
//------------------------------------------------------------------------
|
| 385 |
+
// Gradient kernel.
|
| 386 |
+
|
| 387 |
+
__global__ void AntialiasGradKernel(const AntialiasKernelParams p)
|
| 388 |
+
{
|
| 389 |
+
// Temporary space for coalesced atomics.
|
| 390 |
+
CA_DECLARE_TEMP(AA_GRAD_KERNEL_THREADS_PER_BLOCK);
|
| 391 |
+
__shared__ int s_base; // Work counter communication across entire CTA.
|
| 392 |
+
|
| 393 |
+
int workCount = p.workBuffer[0].x;
|
| 394 |
+
|
| 395 |
+
for(;;)
|
| 396 |
+
{
|
| 397 |
+
// Persistent threads work fetcher.
|
| 398 |
+
__syncthreads();
|
| 399 |
+
if (threadIdx.x == 0)
|
| 400 |
+
s_base = atomicAdd(&p.workBuffer[0].y, AA_GRAD_KERNEL_THREADS_PER_BLOCK);
|
| 401 |
+
__syncthreads();
|
| 402 |
+
int thread_idx = s_base + threadIdx.x;
|
| 403 |
+
if (thread_idx >= workCount)
|
| 404 |
+
return;
|
| 405 |
+
|
| 406 |
+
// Read work item filled out by forward kernel.
|
| 407 |
+
int4 item = p.workBuffer[thread_idx + 1];
|
| 408 |
+
unsigned int amask = __ballot_sync(0xffffffffu, item.w);
|
| 409 |
+
if (item.w == 0)
|
| 410 |
+
continue; // No effect.
|
| 411 |
+
|
| 412 |
+
// Unpack work item and replicate setup from forward analysis kernel.
|
| 413 |
+
int px = item.x;
|
| 414 |
+
int py = item.y;
|
| 415 |
+
int pz = (int)(((unsigned int)item.z) >> 16);
|
| 416 |
+
int d = (item.z >> AAWorkItem::FLAG_DOWN_BIT) & 1;
|
| 417 |
+
float alpha = __int_as_float(item.w);
|
| 418 |
+
int tri1 = (item.z >> AAWorkItem::FLAG_TRI1_BIT) & 1;
|
| 419 |
+
int di = item.z & AAWorkItem::EDGE_MASK;
|
| 420 |
+
float ds = __int_as_float(__float_as_int(1.0) | (tri1 << 31));
|
| 421 |
+
int pixel0 = px + p.width * (py + p.height * pz);
|
| 422 |
+
int pixel1 = pixel0 + (d ? p.width : 1);
|
| 423 |
+
int tri = float_to_triidx(p.rasterOut[((tri1 ? pixel1 : pixel0) << 2) + 3]) - 1;
|
| 424 |
+
if (tri1)
|
| 425 |
+
{
|
| 426 |
+
px += 1 - d;
|
| 427 |
+
py += d;
|
| 428 |
+
}
|
| 429 |
+
|
| 430 |
+
// Bail out if triangle index is corrupt.
|
| 431 |
+
bool triFail = (tri < 0 || tri >= p.numTriangles);
|
| 432 |
+
amask = __ballot_sync(amask, !triFail);
|
| 433 |
+
if (triFail)
|
| 434 |
+
continue;
|
| 435 |
+
|
| 436 |
+
// Outgoing color gradients.
|
| 437 |
+
float* pGrad0 = p.gradColor + pixel0 * p.channels;
|
| 438 |
+
float* pGrad1 = p.gradColor + pixel1 * p.channels;
|
| 439 |
+
|
| 440 |
+
// Incoming color gradients.
|
| 441 |
+
const float* pDy = p.dy + (alpha > 0.f ? pixel0 : pixel1) * p.channels;
|
| 442 |
+
|
| 443 |
+
// Position gradient weight based on colors and incoming gradients.
|
| 444 |
+
float dd = 0.f;
|
| 445 |
+
const float* pColor0 = p.color + pixel0 * p.channels;
|
| 446 |
+
const float* pColor1 = p.color + pixel1 * p.channels;
|
| 447 |
+
|
| 448 |
+
// Loop over channels and accumulate.
|
| 449 |
+
for (int i=0; i < p.channels; i++)
|
| 450 |
+
{
|
| 451 |
+
float dy = pDy[i];
|
| 452 |
+
if (dy != 0.f)
|
| 453 |
+
{
|
| 454 |
+
// Update position gradient weight.
|
| 455 |
+
dd += dy * (pColor1[i] - pColor0[i]);
|
| 456 |
+
|
| 457 |
+
// Update color gradients. No coalescing because all have different targets.
|
| 458 |
+
float v = alpha * dy;
|
| 459 |
+
atomicAdd(&pGrad0[i], -v);
|
| 460 |
+
atomicAdd(&pGrad1[i], v);
|
| 461 |
+
}
|
| 462 |
+
}
|
| 463 |
+
|
| 464 |
+
// If position weight is zero, skip the rest.
|
| 465 |
+
bool noGrad = (dd == 0.f);
|
| 466 |
+
amask = __ballot_sync(amask, !noGrad);
|
| 467 |
+
if (noGrad)
|
| 468 |
+
continue;
|
| 469 |
+
|
| 470 |
+
// Fetch vertex indices of the active edge and their positions.
|
| 471 |
+
int i1 = (di < 2) ? (di + 1) : 0;
|
| 472 |
+
int i2 = (i1 < 2) ? (i1 + 1) : 0;
|
| 473 |
+
int vi1 = p.tri[3 * tri + i1];
|
| 474 |
+
int vi2 = p.tri[3 * tri + i2];
|
| 475 |
+
|
| 476 |
+
// Bail out if vertex indices are corrupt.
|
| 477 |
+
bool vtxFail = (vi1 < 0 || vi1 >= p.numVertices || vi2 < 0 || vi2 >= p.numVertices);
|
| 478 |
+
amask = __ballot_sync(amask, !vtxFail);
|
| 479 |
+
if (vtxFail)
|
| 480 |
+
continue;
|
| 481 |
+
|
| 482 |
+
// Instance mode: Adjust vertex indices based on minibatch index.
|
| 483 |
+
if (p.instance_mode)
|
| 484 |
+
{
|
| 485 |
+
vi1 += pz * p.numVertices;
|
| 486 |
+
vi2 += pz * p.numVertices;
|
| 487 |
+
}
|
| 488 |
+
|
| 489 |
+
// Fetch vertex positions.
|
| 490 |
+
float4 p1 = ((float4*)p.pos)[vi1];
|
| 491 |
+
float4 p2 = ((float4*)p.pos)[vi2];
|
| 492 |
+
|
| 493 |
+
// Project vertices to pixel space.
|
| 494 |
+
float pxh = p.xh;
|
| 495 |
+
float pyh = p.yh;
|
| 496 |
+
float fx = (float)px + .5f - pxh;
|
| 497 |
+
float fy = (float)py + .5f - pyh;
|
| 498 |
+
|
| 499 |
+
// XY flip for horizontal edges.
|
| 500 |
+
if (d)
|
| 501 |
+
{
|
| 502 |
+
swap(p1.x, p1.y);
|
| 503 |
+
swap(p2.x, p2.y);
|
| 504 |
+
swap(pxh, pyh);
|
| 505 |
+
swap(fx, fy);
|
| 506 |
+
}
|
| 507 |
+
|
| 508 |
+
// Gradient calculation setup.
|
| 509 |
+
float w1 = 1.f / p1.w;
|
| 510 |
+
float w2 = 1.f / p2.w;
|
| 511 |
+
float x1 = p1.x * w1 * pxh - fx;
|
| 512 |
+
float y1 = p1.y * w1 * pyh - fy;
|
| 513 |
+
float x2 = p2.x * w2 * pxh - fx;
|
| 514 |
+
float y2 = p2.y * w2 * pyh - fy;
|
| 515 |
+
float dx = x2 - x1;
|
| 516 |
+
float dy = y2 - y1;
|
| 517 |
+
float db = x1*dy - y1*dx;
|
| 518 |
+
|
| 519 |
+
// Compute inverse delta-y with epsilon.
|
| 520 |
+
float ep = copysignf(1e-3f, dy); // ~1/1000 pixel.
|
| 521 |
+
float iy = 1.f / (dy + ep);
|
| 522 |
+
|
| 523 |
+
// Compute position gradients.
|
| 524 |
+
float dby = db * iy;
|
| 525 |
+
float iw1 = -w1 * iy * dd;
|
| 526 |
+
float iw2 = w2 * iy * dd;
|
| 527 |
+
float gp1x = iw1 * pxh * y2;
|
| 528 |
+
float gp2x = iw2 * pxh * y1;
|
| 529 |
+
float gp1y = iw1 * pyh * (dby - x2);
|
| 530 |
+
float gp2y = iw2 * pyh * (dby - x1);
|
| 531 |
+
float gp1w = -(p1.x * gp1x + p1.y * gp1y) * w1;
|
| 532 |
+
float gp2w = -(p2.x * gp2x + p2.y * gp2y) * w2;
|
| 533 |
+
|
| 534 |
+
// XY flip the gradients.
|
| 535 |
+
if (d)
|
| 536 |
+
{
|
| 537 |
+
swap(gp1x, gp1y);
|
| 538 |
+
swap(gp2x, gp2y);
|
| 539 |
+
}
|
| 540 |
+
|
| 541 |
+
// Kill position gradients if alpha was saturated.
|
| 542 |
+
if (fabsf(alpha) >= 0.5f)
|
| 543 |
+
{
|
| 544 |
+
gp1x = gp1y = gp1w = 0.f;
|
| 545 |
+
gp2x = gp2y = gp2w = 0.f;
|
| 546 |
+
}
|
| 547 |
+
|
| 548 |
+
// Initialize coalesced atomics. Match both triangle ID and edge index.
|
| 549 |
+
// Also note that some threads may be inactive.
|
| 550 |
+
CA_SET_GROUP_MASK(tri ^ (di << 30), amask);
|
| 551 |
+
|
| 552 |
+
// Accumulate gradients.
|
| 553 |
+
caAtomicAdd3_xyw(p.gradPos + 4 * vi1, gp1x, gp1y, gp1w);
|
| 554 |
+
caAtomicAdd3_xyw(p.gradPos + 4 * vi2, gp2x, gp2y, gp2w);
|
| 555 |
+
}
|
| 556 |
+
}
|
| 557 |
+
|
| 558 |
+
//------------------------------------------------------------------------
|
extensions/nvdiffrast/nvdiffrast/common/antialias.h
ADDED
|
@@ -0,0 +1,50 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved.
|
| 2 |
+
//
|
| 3 |
+
// NVIDIA CORPORATION and its licensors retain all intellectual property
|
| 4 |
+
// and proprietary rights in and to this software, related documentation
|
| 5 |
+
// and any modifications thereto. Any use, reproduction, disclosure or
|
| 6 |
+
// distribution of this software and related documentation without an express
|
| 7 |
+
// license agreement from NVIDIA CORPORATION is strictly prohibited.
|
| 8 |
+
|
| 9 |
+
#pragma once
|
| 10 |
+
#include "common.h"
|
| 11 |
+
|
| 12 |
+
//------------------------------------------------------------------------
|
| 13 |
+
// Constants and helpers.
|
| 14 |
+
|
| 15 |
+
#define AA_DISCONTINUITY_KERNEL_BLOCK_WIDTH 32
|
| 16 |
+
#define AA_DISCONTINUITY_KERNEL_BLOCK_HEIGHT 8
|
| 17 |
+
#define AA_ANALYSIS_KERNEL_THREADS_PER_BLOCK 256
|
| 18 |
+
#define AA_MESH_KERNEL_THREADS_PER_BLOCK 256
|
| 19 |
+
#define AA_HASH_ELEMENTS_PER_TRIANGLE(alloc) ((alloc) >= (2 << 25) ? 4 : 8) // With more than 16777216 triangles (alloc >= 33554432) use smallest possible value of 4 to conserve memory, otherwise use 8 for fewer collisions.
|
| 20 |
+
#define AA_LOG_HASH_ELEMENTS_PER_TRIANGLE(alloc) ((alloc) >= (2 << 25) ? 2 : 3)
|
| 21 |
+
#define AA_GRAD_KERNEL_THREADS_PER_BLOCK 256
|
| 22 |
+
|
| 23 |
+
//------------------------------------------------------------------------
|
| 24 |
+
// CUDA kernel params.
|
| 25 |
+
|
| 26 |
+
struct AntialiasKernelParams
|
| 27 |
+
{
|
| 28 |
+
const float* color; // Incoming color buffer.
|
| 29 |
+
const float* rasterOut; // Incoming rasterizer output buffer.
|
| 30 |
+
const int* tri; // Incoming triangle buffer.
|
| 31 |
+
const float* pos; // Incoming position buffer.
|
| 32 |
+
float* output; // Output buffer of forward kernel.
|
| 33 |
+
const float* dy; // Incoming gradients.
|
| 34 |
+
float* gradColor; // Output buffer, color gradient.
|
| 35 |
+
float* gradPos; // Output buffer, position gradient.
|
| 36 |
+
int4* workBuffer; // Buffer for storing intermediate work items. First item reserved for counters.
|
| 37 |
+
uint4* evHash; // Edge-vertex hash.
|
| 38 |
+
int allocTriangles; // Number of triangles accommodated by evHash. Always power of two.
|
| 39 |
+
int numTriangles; // Number of triangles.
|
| 40 |
+
int numVertices; // Number of vertices.
|
| 41 |
+
int width; // Input width.
|
| 42 |
+
int height; // Input height.
|
| 43 |
+
int n; // Minibatch size.
|
| 44 |
+
int channels; // Channel count in color input.
|
| 45 |
+
float xh, yh; // Transfer to pixel space.
|
| 46 |
+
int instance_mode; // 0=normal, 1=instance mode.
|
| 47 |
+
int tri_const; // 1 if triangle array is known to be constant.
|
| 48 |
+
};
|
| 49 |
+
|
| 50 |
+
//------------------------------------------------------------------------
|
extensions/nvdiffrast/nvdiffrast/common/common.cpp
ADDED
|
@@ -0,0 +1,60 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved.
|
| 2 |
+
//
|
| 3 |
+
// NVIDIA CORPORATION and its licensors retain all intellectual property
|
| 4 |
+
// and proprietary rights in and to this software, related documentation
|
| 5 |
+
// and any modifications thereto. Any use, reproduction, disclosure or
|
| 6 |
+
// distribution of this software and related documentation without an express
|
| 7 |
+
// license agreement from NVIDIA CORPORATION is strictly prohibited.
|
| 8 |
+
|
| 9 |
+
#include <cuda_runtime.h>
|
| 10 |
+
|
| 11 |
+
//------------------------------------------------------------------------
|
| 12 |
+
// Block and grid size calculators for kernel launches.
|
| 13 |
+
|
| 14 |
+
dim3 getLaunchBlockSize(int maxWidth, int maxHeight, int width, int height)
|
| 15 |
+
{
|
| 16 |
+
int maxThreads = maxWidth * maxHeight;
|
| 17 |
+
if (maxThreads <= 1 || (width * height) <= 1)
|
| 18 |
+
return dim3(1, 1, 1); // Degenerate.
|
| 19 |
+
|
| 20 |
+
// Start from max size.
|
| 21 |
+
int bw = maxWidth;
|
| 22 |
+
int bh = maxHeight;
|
| 23 |
+
|
| 24 |
+
// Optimizations for weirdly sized buffers.
|
| 25 |
+
if (width < bw)
|
| 26 |
+
{
|
| 27 |
+
// Decrease block width to smallest power of two that covers the buffer width.
|
| 28 |
+
while ((bw >> 1) >= width)
|
| 29 |
+
bw >>= 1;
|
| 30 |
+
|
| 31 |
+
// Maximize height.
|
| 32 |
+
bh = maxThreads / bw;
|
| 33 |
+
if (bh > height)
|
| 34 |
+
bh = height;
|
| 35 |
+
}
|
| 36 |
+
else if (height < bh)
|
| 37 |
+
{
|
| 38 |
+
// Halve height and double width until fits completely inside buffer vertically.
|
| 39 |
+
while (bh > height)
|
| 40 |
+
{
|
| 41 |
+
bh >>= 1;
|
| 42 |
+
if (bw < width)
|
| 43 |
+
bw <<= 1;
|
| 44 |
+
}
|
| 45 |
+
}
|
| 46 |
+
|
| 47 |
+
// Done.
|
| 48 |
+
return dim3(bw, bh, 1);
|
| 49 |
+
}
|
| 50 |
+
|
| 51 |
+
dim3 getLaunchGridSize(dim3 blockSize, int width, int height, int depth)
|
| 52 |
+
{
|
| 53 |
+
dim3 gridSize;
|
| 54 |
+
gridSize.x = (width - 1) / blockSize.x + 1;
|
| 55 |
+
gridSize.y = (height - 1) / blockSize.y + 1;
|
| 56 |
+
gridSize.z = (depth - 1) / blockSize.z + 1;
|
| 57 |
+
return gridSize;
|
| 58 |
+
}
|
| 59 |
+
|
| 60 |
+
//------------------------------------------------------------------------
|
extensions/nvdiffrast/nvdiffrast/common/common.h
ADDED
|
@@ -0,0 +1,263 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
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|
|
|
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| 1 |
+
// Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved.
|
| 2 |
+
//
|
| 3 |
+
// NVIDIA CORPORATION and its licensors retain all intellectual property
|
| 4 |
+
// and proprietary rights in and to this software, related documentation
|
| 5 |
+
// and any modifications thereto. Any use, reproduction, disclosure or
|
| 6 |
+
// distribution of this software and related documentation without an express
|
| 7 |
+
// license agreement from NVIDIA CORPORATION is strictly prohibited.
|
| 8 |
+
|
| 9 |
+
#pragma once
|
| 10 |
+
#include <cuda.h>
|
| 11 |
+
#include <stdint.h>
|
| 12 |
+
|
| 13 |
+
//------------------------------------------------------------------------
|
| 14 |
+
// C++ helper function prototypes.
|
| 15 |
+
|
| 16 |
+
dim3 getLaunchBlockSize(int maxWidth, int maxHeight, int width, int height);
|
| 17 |
+
dim3 getLaunchGridSize(dim3 blockSize, int width, int height, int depth);
|
| 18 |
+
|
| 19 |
+
//------------------------------------------------------------------------
|
| 20 |
+
// The rest is CUDA device code specific stuff.
|
| 21 |
+
|
| 22 |
+
#ifdef __CUDACC__
|
| 23 |
+
|
| 24 |
+
//------------------------------------------------------------------------
|
| 25 |
+
// Helpers for CUDA vector types.
|
| 26 |
+
|
| 27 |
+
static __device__ __forceinline__ float2& operator*= (float2& a, const float2& b) { a.x *= b.x; a.y *= b.y; return a; }
|
| 28 |
+
static __device__ __forceinline__ float2& operator+= (float2& a, const float2& b) { a.x += b.x; a.y += b.y; return a; }
|
| 29 |
+
static __device__ __forceinline__ float2& operator-= (float2& a, const float2& b) { a.x -= b.x; a.y -= b.y; return a; }
|
| 30 |
+
static __device__ __forceinline__ float2& operator*= (float2& a, float b) { a.x *= b; a.y *= b; return a; }
|
| 31 |
+
static __device__ __forceinline__ float2& operator+= (float2& a, float b) { a.x += b; a.y += b; return a; }
|
| 32 |
+
static __device__ __forceinline__ float2& operator-= (float2& a, float b) { a.x -= b; a.y -= b; return a; }
|
| 33 |
+
static __device__ __forceinline__ float2 operator* (const float2& a, const float2& b) { return make_float2(a.x * b.x, a.y * b.y); }
|
| 34 |
+
static __device__ __forceinline__ float2 operator+ (const float2& a, const float2& b) { return make_float2(a.x + b.x, a.y + b.y); }
|
| 35 |
+
static __device__ __forceinline__ float2 operator- (const float2& a, const float2& b) { return make_float2(a.x - b.x, a.y - b.y); }
|
| 36 |
+
static __device__ __forceinline__ float2 operator* (const float2& a, float b) { return make_float2(a.x * b, a.y * b); }
|
| 37 |
+
static __device__ __forceinline__ float2 operator+ (const float2& a, float b) { return make_float2(a.x + b, a.y + b); }
|
| 38 |
+
static __device__ __forceinline__ float2 operator- (const float2& a, float b) { return make_float2(a.x - b, a.y - b); }
|
| 39 |
+
static __device__ __forceinline__ float2 operator* (float a, const float2& b) { return make_float2(a * b.x, a * b.y); }
|
| 40 |
+
static __device__ __forceinline__ float2 operator+ (float a, const float2& b) { return make_float2(a + b.x, a + b.y); }
|
| 41 |
+
static __device__ __forceinline__ float2 operator- (float a, const float2& b) { return make_float2(a - b.x, a - b.y); }
|
| 42 |
+
static __device__ __forceinline__ float2 operator- (const float2& a) { return make_float2(-a.x, -a.y); }
|
| 43 |
+
static __device__ __forceinline__ float3& operator*= (float3& a, const float3& b) { a.x *= b.x; a.y *= b.y; a.z *= b.z; return a; }
|
| 44 |
+
static __device__ __forceinline__ float3& operator+= (float3& a, const float3& b) { a.x += b.x; a.y += b.y; a.z += b.z; return a; }
|
| 45 |
+
static __device__ __forceinline__ float3& operator-= (float3& a, const float3& b) { a.x -= b.x; a.y -= b.y; a.z -= b.z; return a; }
|
| 46 |
+
static __device__ __forceinline__ float3& operator*= (float3& a, float b) { a.x *= b; a.y *= b; a.z *= b; return a; }
|
| 47 |
+
static __device__ __forceinline__ float3& operator+= (float3& a, float b) { a.x += b; a.y += b; a.z += b; return a; }
|
| 48 |
+
static __device__ __forceinline__ float3& operator-= (float3& a, float b) { a.x -= b; a.y -= b; a.z -= b; return a; }
|
| 49 |
+
static __device__ __forceinline__ float3 operator* (const float3& a, const float3& b) { return make_float3(a.x * b.x, a.y * b.y, a.z * b.z); }
|
| 50 |
+
static __device__ __forceinline__ float3 operator+ (const float3& a, const float3& b) { return make_float3(a.x + b.x, a.y + b.y, a.z + b.z); }
|
| 51 |
+
static __device__ __forceinline__ float3 operator- (const float3& a, const float3& b) { return make_float3(a.x - b.x, a.y - b.y, a.z - b.z); }
|
| 52 |
+
static __device__ __forceinline__ float3 operator* (const float3& a, float b) { return make_float3(a.x * b, a.y * b, a.z * b); }
|
| 53 |
+
static __device__ __forceinline__ float3 operator+ (const float3& a, float b) { return make_float3(a.x + b, a.y + b, a.z + b); }
|
| 54 |
+
static __device__ __forceinline__ float3 operator- (const float3& a, float b) { return make_float3(a.x - b, a.y - b, a.z - b); }
|
| 55 |
+
static __device__ __forceinline__ float3 operator* (float a, const float3& b) { return make_float3(a * b.x, a * b.y, a * b.z); }
|
| 56 |
+
static __device__ __forceinline__ float3 operator+ (float a, const float3& b) { return make_float3(a + b.x, a + b.y, a + b.z); }
|
| 57 |
+
static __device__ __forceinline__ float3 operator- (float a, const float3& b) { return make_float3(a - b.x, a - b.y, a - b.z); }
|
| 58 |
+
static __device__ __forceinline__ float3 operator- (const float3& a) { return make_float3(-a.x, -a.y, -a.z); }
|
| 59 |
+
static __device__ __forceinline__ float4& operator*= (float4& a, const float4& b) { a.x *= b.x; a.y *= b.y; a.z *= b.z; a.w *= b.w; return a; }
|
| 60 |
+
static __device__ __forceinline__ float4& operator+= (float4& a, const float4& b) { a.x += b.x; a.y += b.y; a.z += b.z; a.w += b.w; return a; }
|
| 61 |
+
static __device__ __forceinline__ float4& operator-= (float4& a, const float4& b) { a.x -= b.x; a.y -= b.y; a.z -= b.z; a.w -= b.w; return a; }
|
| 62 |
+
static __device__ __forceinline__ float4& operator*= (float4& a, float b) { a.x *= b; a.y *= b; a.z *= b; a.w *= b; return a; }
|
| 63 |
+
static __device__ __forceinline__ float4& operator+= (float4& a, float b) { a.x += b; a.y += b; a.z += b; a.w += b; return a; }
|
| 64 |
+
static __device__ __forceinline__ float4& operator-= (float4& a, float b) { a.x -= b; a.y -= b; a.z -= b; a.w -= b; return a; }
|
| 65 |
+
static __device__ __forceinline__ float4 operator* (const float4& a, const float4& b) { return make_float4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); }
|
| 66 |
+
static __device__ __forceinline__ float4 operator+ (const float4& a, const float4& b) { return make_float4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); }
|
| 67 |
+
static __device__ __forceinline__ float4 operator- (const float4& a, const float4& b) { return make_float4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); }
|
| 68 |
+
static __device__ __forceinline__ float4 operator* (const float4& a, float b) { return make_float4(a.x * b, a.y * b, a.z * b, a.w * b); }
|
| 69 |
+
static __device__ __forceinline__ float4 operator+ (const float4& a, float b) { return make_float4(a.x + b, a.y + b, a.z + b, a.w + b); }
|
| 70 |
+
static __device__ __forceinline__ float4 operator- (const float4& a, float b) { return make_float4(a.x - b, a.y - b, a.z - b, a.w - b); }
|
| 71 |
+
static __device__ __forceinline__ float4 operator* (float a, const float4& b) { return make_float4(a * b.x, a * b.y, a * b.z, a * b.w); }
|
| 72 |
+
static __device__ __forceinline__ float4 operator+ (float a, const float4& b) { return make_float4(a + b.x, a + b.y, a + b.z, a + b.w); }
|
| 73 |
+
static __device__ __forceinline__ float4 operator- (float a, const float4& b) { return make_float4(a - b.x, a - b.y, a - b.z, a - b.w); }
|
| 74 |
+
static __device__ __forceinline__ float4 operator- (const float4& a) { return make_float4(-a.x, -a.y, -a.z, -a.w); }
|
| 75 |
+
static __device__ __forceinline__ int2& operator*= (int2& a, const int2& b) { a.x *= b.x; a.y *= b.y; return a; }
|
| 76 |
+
static __device__ __forceinline__ int2& operator+= (int2& a, const int2& b) { a.x += b.x; a.y += b.y; return a; }
|
| 77 |
+
static __device__ __forceinline__ int2& operator-= (int2& a, const int2& b) { a.x -= b.x; a.y -= b.y; return a; }
|
| 78 |
+
static __device__ __forceinline__ int2& operator*= (int2& a, int b) { a.x *= b; a.y *= b; return a; }
|
| 79 |
+
static __device__ __forceinline__ int2& operator+= (int2& a, int b) { a.x += b; a.y += b; return a; }
|
| 80 |
+
static __device__ __forceinline__ int2& operator-= (int2& a, int b) { a.x -= b; a.y -= b; return a; }
|
| 81 |
+
static __device__ __forceinline__ int2 operator* (const int2& a, const int2& b) { return make_int2(a.x * b.x, a.y * b.y); }
|
| 82 |
+
static __device__ __forceinline__ int2 operator+ (const int2& a, const int2& b) { return make_int2(a.x + b.x, a.y + b.y); }
|
| 83 |
+
static __device__ __forceinline__ int2 operator- (const int2& a, const int2& b) { return make_int2(a.x - b.x, a.y - b.y); }
|
| 84 |
+
static __device__ __forceinline__ int2 operator* (const int2& a, int b) { return make_int2(a.x * b, a.y * b); }
|
| 85 |
+
static __device__ __forceinline__ int2 operator+ (const int2& a, int b) { return make_int2(a.x + b, a.y + b); }
|
| 86 |
+
static __device__ __forceinline__ int2 operator- (const int2& a, int b) { return make_int2(a.x - b, a.y - b); }
|
| 87 |
+
static __device__ __forceinline__ int2 operator* (int a, const int2& b) { return make_int2(a * b.x, a * b.y); }
|
| 88 |
+
static __device__ __forceinline__ int2 operator+ (int a, const int2& b) { return make_int2(a + b.x, a + b.y); }
|
| 89 |
+
static __device__ __forceinline__ int2 operator- (int a, const int2& b) { return make_int2(a - b.x, a - b.y); }
|
| 90 |
+
static __device__ __forceinline__ int2 operator- (const int2& a) { return make_int2(-a.x, -a.y); }
|
| 91 |
+
static __device__ __forceinline__ int3& operator*= (int3& a, const int3& b) { a.x *= b.x; a.y *= b.y; a.z *= b.z; return a; }
|
| 92 |
+
static __device__ __forceinline__ int3& operator+= (int3& a, const int3& b) { a.x += b.x; a.y += b.y; a.z += b.z; return a; }
|
| 93 |
+
static __device__ __forceinline__ int3& operator-= (int3& a, const int3& b) { a.x -= b.x; a.y -= b.y; a.z -= b.z; return a; }
|
| 94 |
+
static __device__ __forceinline__ int3& operator*= (int3& a, int b) { a.x *= b; a.y *= b; a.z *= b; return a; }
|
| 95 |
+
static __device__ __forceinline__ int3& operator+= (int3& a, int b) { a.x += b; a.y += b; a.z += b; return a; }
|
| 96 |
+
static __device__ __forceinline__ int3& operator-= (int3& a, int b) { a.x -= b; a.y -= b; a.z -= b; return a; }
|
| 97 |
+
static __device__ __forceinline__ int3 operator* (const int3& a, const int3& b) { return make_int3(a.x * b.x, a.y * b.y, a.z * b.z); }
|
| 98 |
+
static __device__ __forceinline__ int3 operator+ (const int3& a, const int3& b) { return make_int3(a.x + b.x, a.y + b.y, a.z + b.z); }
|
| 99 |
+
static __device__ __forceinline__ int3 operator- (const int3& a, const int3& b) { return make_int3(a.x - b.x, a.y - b.y, a.z - b.z); }
|
| 100 |
+
static __device__ __forceinline__ int3 operator* (const int3& a, int b) { return make_int3(a.x * b, a.y * b, a.z * b); }
|
| 101 |
+
static __device__ __forceinline__ int3 operator+ (const int3& a, int b) { return make_int3(a.x + b, a.y + b, a.z + b); }
|
| 102 |
+
static __device__ __forceinline__ int3 operator- (const int3& a, int b) { return make_int3(a.x - b, a.y - b, a.z - b); }
|
| 103 |
+
static __device__ __forceinline__ int3 operator* (int a, const int3& b) { return make_int3(a * b.x, a * b.y, a * b.z); }
|
| 104 |
+
static __device__ __forceinline__ int3 operator+ (int a, const int3& b) { return make_int3(a + b.x, a + b.y, a + b.z); }
|
| 105 |
+
static __device__ __forceinline__ int3 operator- (int a, const int3& b) { return make_int3(a - b.x, a - b.y, a - b.z); }
|
| 106 |
+
static __device__ __forceinline__ int3 operator- (const int3& a) { return make_int3(-a.x, -a.y, -a.z); }
|
| 107 |
+
static __device__ __forceinline__ int4& operator*= (int4& a, const int4& b) { a.x *= b.x; a.y *= b.y; a.z *= b.z; a.w *= b.w; return a; }
|
| 108 |
+
static __device__ __forceinline__ int4& operator+= (int4& a, const int4& b) { a.x += b.x; a.y += b.y; a.z += b.z; a.w += b.w; return a; }
|
| 109 |
+
static __device__ __forceinline__ int4& operator-= (int4& a, const int4& b) { a.x -= b.x; a.y -= b.y; a.z -= b.z; a.w -= b.w; return a; }
|
| 110 |
+
static __device__ __forceinline__ int4& operator*= (int4& a, int b) { a.x *= b; a.y *= b; a.z *= b; a.w *= b; return a; }
|
| 111 |
+
static __device__ __forceinline__ int4& operator+= (int4& a, int b) { a.x += b; a.y += b; a.z += b; a.w += b; return a; }
|
| 112 |
+
static __device__ __forceinline__ int4& operator-= (int4& a, int b) { a.x -= b; a.y -= b; a.z -= b; a.w -= b; return a; }
|
| 113 |
+
static __device__ __forceinline__ int4 operator* (const int4& a, const int4& b) { return make_int4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); }
|
| 114 |
+
static __device__ __forceinline__ int4 operator+ (const int4& a, const int4& b) { return make_int4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); }
|
| 115 |
+
static __device__ __forceinline__ int4 operator- (const int4& a, const int4& b) { return make_int4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); }
|
| 116 |
+
static __device__ __forceinline__ int4 operator* (const int4& a, int b) { return make_int4(a.x * b, a.y * b, a.z * b, a.w * b); }
|
| 117 |
+
static __device__ __forceinline__ int4 operator+ (const int4& a, int b) { return make_int4(a.x + b, a.y + b, a.z + b, a.w + b); }
|
| 118 |
+
static __device__ __forceinline__ int4 operator- (const int4& a, int b) { return make_int4(a.x - b, a.y - b, a.z - b, a.w - b); }
|
| 119 |
+
static __device__ __forceinline__ int4 operator* (int a, const int4& b) { return make_int4(a * b.x, a * b.y, a * b.z, a * b.w); }
|
| 120 |
+
static __device__ __forceinline__ int4 operator+ (int a, const int4& b) { return make_int4(a + b.x, a + b.y, a + b.z, a + b.w); }
|
| 121 |
+
static __device__ __forceinline__ int4 operator- (int a, const int4& b) { return make_int4(a - b.x, a - b.y, a - b.z, a - b.w); }
|
| 122 |
+
static __device__ __forceinline__ int4 operator- (const int4& a) { return make_int4(-a.x, -a.y, -a.z, -a.w); }
|
| 123 |
+
static __device__ __forceinline__ uint2& operator*= (uint2& a, const uint2& b) { a.x *= b.x; a.y *= b.y; return a; }
|
| 124 |
+
static __device__ __forceinline__ uint2& operator+= (uint2& a, const uint2& b) { a.x += b.x; a.y += b.y; return a; }
|
| 125 |
+
static __device__ __forceinline__ uint2& operator-= (uint2& a, const uint2& b) { a.x -= b.x; a.y -= b.y; return a; }
|
| 126 |
+
static __device__ __forceinline__ uint2& operator*= (uint2& a, unsigned int b) { a.x *= b; a.y *= b; return a; }
|
| 127 |
+
static __device__ __forceinline__ uint2& operator+= (uint2& a, unsigned int b) { a.x += b; a.y += b; return a; }
|
| 128 |
+
static __device__ __forceinline__ uint2& operator-= (uint2& a, unsigned int b) { a.x -= b; a.y -= b; return a; }
|
| 129 |
+
static __device__ __forceinline__ uint2 operator* (const uint2& a, const uint2& b) { return make_uint2(a.x * b.x, a.y * b.y); }
|
| 130 |
+
static __device__ __forceinline__ uint2 operator+ (const uint2& a, const uint2& b) { return make_uint2(a.x + b.x, a.y + b.y); }
|
| 131 |
+
static __device__ __forceinline__ uint2 operator- (const uint2& a, const uint2& b) { return make_uint2(a.x - b.x, a.y - b.y); }
|
| 132 |
+
static __device__ __forceinline__ uint2 operator* (const uint2& a, unsigned int b) { return make_uint2(a.x * b, a.y * b); }
|
| 133 |
+
static __device__ __forceinline__ uint2 operator+ (const uint2& a, unsigned int b) { return make_uint2(a.x + b, a.y + b); }
|
| 134 |
+
static __device__ __forceinline__ uint2 operator- (const uint2& a, unsigned int b) { return make_uint2(a.x - b, a.y - b); }
|
| 135 |
+
static __device__ __forceinline__ uint2 operator* (unsigned int a, const uint2& b) { return make_uint2(a * b.x, a * b.y); }
|
| 136 |
+
static __device__ __forceinline__ uint2 operator+ (unsigned int a, const uint2& b) { return make_uint2(a + b.x, a + b.y); }
|
| 137 |
+
static __device__ __forceinline__ uint2 operator- (unsigned int a, const uint2& b) { return make_uint2(a - b.x, a - b.y); }
|
| 138 |
+
static __device__ __forceinline__ uint3& operator*= (uint3& a, const uint3& b) { a.x *= b.x; a.y *= b.y; a.z *= b.z; return a; }
|
| 139 |
+
static __device__ __forceinline__ uint3& operator+= (uint3& a, const uint3& b) { a.x += b.x; a.y += b.y; a.z += b.z; return a; }
|
| 140 |
+
static __device__ __forceinline__ uint3& operator-= (uint3& a, const uint3& b) { a.x -= b.x; a.y -= b.y; a.z -= b.z; return a; }
|
| 141 |
+
static __device__ __forceinline__ uint3& operator*= (uint3& a, unsigned int b) { a.x *= b; a.y *= b; a.z *= b; return a; }
|
| 142 |
+
static __device__ __forceinline__ uint3& operator+= (uint3& a, unsigned int b) { a.x += b; a.y += b; a.z += b; return a; }
|
| 143 |
+
static __device__ __forceinline__ uint3& operator-= (uint3& a, unsigned int b) { a.x -= b; a.y -= b; a.z -= b; return a; }
|
| 144 |
+
static __device__ __forceinline__ uint3 operator* (const uint3& a, const uint3& b) { return make_uint3(a.x * b.x, a.y * b.y, a.z * b.z); }
|
| 145 |
+
static __device__ __forceinline__ uint3 operator+ (const uint3& a, const uint3& b) { return make_uint3(a.x + b.x, a.y + b.y, a.z + b.z); }
|
| 146 |
+
static __device__ __forceinline__ uint3 operator- (const uint3& a, const uint3& b) { return make_uint3(a.x - b.x, a.y - b.y, a.z - b.z); }
|
| 147 |
+
static __device__ __forceinline__ uint3 operator* (const uint3& a, unsigned int b) { return make_uint3(a.x * b, a.y * b, a.z * b); }
|
| 148 |
+
static __device__ __forceinline__ uint3 operator+ (const uint3& a, unsigned int b) { return make_uint3(a.x + b, a.y + b, a.z + b); }
|
| 149 |
+
static __device__ __forceinline__ uint3 operator- (const uint3& a, unsigned int b) { return make_uint3(a.x - b, a.y - b, a.z - b); }
|
| 150 |
+
static __device__ __forceinline__ uint3 operator* (unsigned int a, const uint3& b) { return make_uint3(a * b.x, a * b.y, a * b.z); }
|
| 151 |
+
static __device__ __forceinline__ uint3 operator+ (unsigned int a, const uint3& b) { return make_uint3(a + b.x, a + b.y, a + b.z); }
|
| 152 |
+
static __device__ __forceinline__ uint3 operator- (unsigned int a, const uint3& b) { return make_uint3(a - b.x, a - b.y, a - b.z); }
|
| 153 |
+
static __device__ __forceinline__ uint4& operator*= (uint4& a, const uint4& b) { a.x *= b.x; a.y *= b.y; a.z *= b.z; a.w *= b.w; return a; }
|
| 154 |
+
static __device__ __forceinline__ uint4& operator+= (uint4& a, const uint4& b) { a.x += b.x; a.y += b.y; a.z += b.z; a.w += b.w; return a; }
|
| 155 |
+
static __device__ __forceinline__ uint4& operator-= (uint4& a, const uint4& b) { a.x -= b.x; a.y -= b.y; a.z -= b.z; a.w -= b.w; return a; }
|
| 156 |
+
static __device__ __forceinline__ uint4& operator*= (uint4& a, unsigned int b) { a.x *= b; a.y *= b; a.z *= b; a.w *= b; return a; }
|
| 157 |
+
static __device__ __forceinline__ uint4& operator+= (uint4& a, unsigned int b) { a.x += b; a.y += b; a.z += b; a.w += b; return a; }
|
| 158 |
+
static __device__ __forceinline__ uint4& operator-= (uint4& a, unsigned int b) { a.x -= b; a.y -= b; a.z -= b; a.w -= b; return a; }
|
| 159 |
+
static __device__ __forceinline__ uint4 operator* (const uint4& a, const uint4& b) { return make_uint4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); }
|
| 160 |
+
static __device__ __forceinline__ uint4 operator+ (const uint4& a, const uint4& b) { return make_uint4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); }
|
| 161 |
+
static __device__ __forceinline__ uint4 operator- (const uint4& a, const uint4& b) { return make_uint4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); }
|
| 162 |
+
static __device__ __forceinline__ uint4 operator* (const uint4& a, unsigned int b) { return make_uint4(a.x * b, a.y * b, a.z * b, a.w * b); }
|
| 163 |
+
static __device__ __forceinline__ uint4 operator+ (const uint4& a, unsigned int b) { return make_uint4(a.x + b, a.y + b, a.z + b, a.w + b); }
|
| 164 |
+
static __device__ __forceinline__ uint4 operator- (const uint4& a, unsigned int b) { return make_uint4(a.x - b, a.y - b, a.z - b, a.w - b); }
|
| 165 |
+
static __device__ __forceinline__ uint4 operator* (unsigned int a, const uint4& b) { return make_uint4(a * b.x, a * b.y, a * b.z, a * b.w); }
|
| 166 |
+
static __device__ __forceinline__ uint4 operator+ (unsigned int a, const uint4& b) { return make_uint4(a + b.x, a + b.y, a + b.z, a + b.w); }
|
| 167 |
+
static __device__ __forceinline__ uint4 operator- (unsigned int a, const uint4& b) { return make_uint4(a - b.x, a - b.y, a - b.z, a - b.w); }
|
| 168 |
+
|
| 169 |
+
template<class T> static __device__ __forceinline__ T zero_value(void);
|
| 170 |
+
template<> __device__ __forceinline__ float zero_value<float> (void) { return 0.f; }
|
| 171 |
+
template<> __device__ __forceinline__ float2 zero_value<float2>(void) { return make_float2(0.f, 0.f); }
|
| 172 |
+
template<> __device__ __forceinline__ float4 zero_value<float4>(void) { return make_float4(0.f, 0.f, 0.f, 0.f); }
|
| 173 |
+
static __device__ __forceinline__ float3 make_float3(const float2& a, float b) { return make_float3(a.x, a.y, b); }
|
| 174 |
+
static __device__ __forceinline__ float4 make_float4(const float3& a, float b) { return make_float4(a.x, a.y, a.z, b); }
|
| 175 |
+
static __device__ __forceinline__ float4 make_float4(const float2& a, const float2& b) { return make_float4(a.x, a.y, b.x, b.y); }
|
| 176 |
+
static __device__ __forceinline__ int3 make_int3(const int2& a, int b) { return make_int3(a.x, a.y, b); }
|
| 177 |
+
static __device__ __forceinline__ int4 make_int4(const int3& a, int b) { return make_int4(a.x, a.y, a.z, b); }
|
| 178 |
+
static __device__ __forceinline__ int4 make_int4(const int2& a, const int2& b) { return make_int4(a.x, a.y, b.x, b.y); }
|
| 179 |
+
static __device__ __forceinline__ uint3 make_uint3(const uint2& a, unsigned int b) { return make_uint3(a.x, a.y, b); }
|
| 180 |
+
static __device__ __forceinline__ uint4 make_uint4(const uint3& a, unsigned int b) { return make_uint4(a.x, a.y, a.z, b); }
|
| 181 |
+
static __device__ __forceinline__ uint4 make_uint4(const uint2& a, const uint2& b) { return make_uint4(a.x, a.y, b.x, b.y); }
|
| 182 |
+
|
| 183 |
+
template<class T> static __device__ __forceinline__ void swap(T& a, T& b) { T temp = a; a = b; b = temp; }
|
| 184 |
+
|
| 185 |
+
//------------------------------------------------------------------------
|
| 186 |
+
// Triangle ID <-> float32 conversion functions to support very large triangle IDs.
|
| 187 |
+
//
|
| 188 |
+
// Values up to and including 16777216 (also, negative values) are converted trivially and retain
|
| 189 |
+
// compatibility with previous versions. Larger values are mapped to unique float32 that are not equal to
|
| 190 |
+
// the ID. The largest value that converts to float32 and back without generating inf or nan is 889192447.
|
| 191 |
+
|
| 192 |
+
static __device__ __forceinline__ int float_to_triidx(float x) { if (x <= 16777216.f) return (int)x; return __float_as_int(x) - 0x4a800000; }
|
| 193 |
+
static __device__ __forceinline__ float triidx_to_float(int x) { if (x <= 0x01000000) return (float)x; return __int_as_float(0x4a800000 + x); }
|
| 194 |
+
|
| 195 |
+
//------------------------------------------------------------------------
|
| 196 |
+
// Coalesced atomics. These are all done via macros.
|
| 197 |
+
|
| 198 |
+
#if __CUDA_ARCH__ >= 700 // Warp match instruction __match_any_sync() is only available on compute capability 7.x and higher
|
| 199 |
+
|
| 200 |
+
#define CA_TEMP _ca_temp
|
| 201 |
+
#define CA_TEMP_PARAM float* CA_TEMP
|
| 202 |
+
#define CA_DECLARE_TEMP(threads_per_block) \
|
| 203 |
+
__shared__ float CA_TEMP[(threads_per_block)]
|
| 204 |
+
|
| 205 |
+
#define CA_SET_GROUP_MASK(group, thread_mask) \
|
| 206 |
+
bool _ca_leader; \
|
| 207 |
+
float* _ca_ptr; \
|
| 208 |
+
do { \
|
| 209 |
+
int tidx = threadIdx.x + blockDim.x * threadIdx.y; \
|
| 210 |
+
int lane = tidx & 31; \
|
| 211 |
+
int warp = tidx >> 5; \
|
| 212 |
+
int tmask = __match_any_sync((thread_mask), (group)); \
|
| 213 |
+
int leader = __ffs(tmask) - 1; \
|
| 214 |
+
_ca_leader = (leader == lane); \
|
| 215 |
+
_ca_ptr = &_ca_temp[((warp << 5) + leader)]; \
|
| 216 |
+
} while(0)
|
| 217 |
+
|
| 218 |
+
#define CA_SET_GROUP(group) \
|
| 219 |
+
CA_SET_GROUP_MASK((group), 0xffffffffu)
|
| 220 |
+
|
| 221 |
+
#define caAtomicAdd(ptr, value) \
|
| 222 |
+
do { \
|
| 223 |
+
if (_ca_leader) \
|
| 224 |
+
*_ca_ptr = 0.f; \
|
| 225 |
+
atomicAdd(_ca_ptr, (value)); \
|
| 226 |
+
if (_ca_leader) \
|
| 227 |
+
atomicAdd((ptr), *_ca_ptr); \
|
| 228 |
+
} while(0)
|
| 229 |
+
|
| 230 |
+
#define caAtomicAdd3_xyw(ptr, x, y, w) \
|
| 231 |
+
do { \
|
| 232 |
+
caAtomicAdd((ptr), (x)); \
|
| 233 |
+
caAtomicAdd((ptr)+1, (y)); \
|
| 234 |
+
caAtomicAdd((ptr)+3, (w)); \
|
| 235 |
+
} while(0)
|
| 236 |
+
|
| 237 |
+
#define caAtomicAddTexture(ptr, level, idx, value) \
|
| 238 |
+
do { \
|
| 239 |
+
CA_SET_GROUP((idx) ^ ((level) << 27)); \
|
| 240 |
+
caAtomicAdd((ptr)+(idx), (value)); \
|
| 241 |
+
} while(0)
|
| 242 |
+
|
| 243 |
+
//------------------------------------------------------------------------
|
| 244 |
+
// Disable atomic coalescing for compute capability lower than 7.x
|
| 245 |
+
|
| 246 |
+
#else // __CUDA_ARCH__ >= 700
|
| 247 |
+
#define CA_TEMP _ca_temp
|
| 248 |
+
#define CA_TEMP_PARAM float CA_TEMP
|
| 249 |
+
#define CA_DECLARE_TEMP(threads_per_block) CA_TEMP_PARAM
|
| 250 |
+
#define CA_SET_GROUP_MASK(group, thread_mask)
|
| 251 |
+
#define CA_SET_GROUP(group)
|
| 252 |
+
#define caAtomicAdd(ptr, value) atomicAdd((ptr), (value))
|
| 253 |
+
#define caAtomicAdd3_xyw(ptr, x, y, w) \
|
| 254 |
+
do { \
|
| 255 |
+
atomicAdd((ptr), (x)); \
|
| 256 |
+
atomicAdd((ptr)+1, (y)); \
|
| 257 |
+
atomicAdd((ptr)+3, (w)); \
|
| 258 |
+
} while(0)
|
| 259 |
+
#define caAtomicAddTexture(ptr, level, idx, value) atomicAdd((ptr)+(idx), (value))
|
| 260 |
+
#endif // __CUDA_ARCH__ >= 700
|
| 261 |
+
|
| 262 |
+
//------------------------------------------------------------------------
|
| 263 |
+
#endif // __CUDACC__
|