From 9dd746071621cf854171b985afbf375f19a5b726 Mon Sep 17 00:00:00 2001 From: Willem Jan Palenstijn Date: Fri, 2 May 2014 09:20:46 +0000 Subject: Replace macro by template in cone_fp --- cuda/3d/cone_fp.cu | 380 ++++++++++++++++++++++++++++------------------------- 1 file changed, 202 insertions(+), 178 deletions(-) (limited to 'cuda/3d') diff --git a/cuda/3d/cone_fp.cu b/cuda/3d/cone_fp.cu index fa308b9..0b1f012 100644 --- a/cuda/3d/cone_fp.cu +++ b/cuda/3d/cone_fp.cu @@ -85,193 +85,217 @@ bool bindVolumeDataTexture(const cudaArray* array) return true; } + +// x=0, y=1, z=2 +struct DIR_X { + __device__ float nSlices(const SDimensions3D& dims) const { return dims.iVolX; } + __device__ float nDim1(const SDimensions3D& dims) const { return dims.iVolY; } + __device__ float nDim2(const SDimensions3D& dims) const { return dims.iVolZ; } + __device__ float c0(float x, float y, float z) const { return x; } + __device__ float c1(float x, float y, float z) const { return y; } + __device__ float c2(float x, float y, float z) const { return z; } + __device__ float tex(float f0, float f1, float f2) const { return tex3D(gT_coneVolumeTexture, f0, f1, f2); } + __device__ float x(float f0, float f1, float f2) const { return f0; } + __device__ float y(float f0, float f1, float f2) const { return f1; } + __device__ float z(float f0, float f1, float f2) const { return f2; } +}; + +// y=0, x=1, z=2 +struct DIR_Y { + __device__ float nSlices(const SDimensions3D& dims) const { return dims.iVolY; } + __device__ float nDim1(const SDimensions3D& dims) const { return dims.iVolX; } + __device__ float nDim2(const SDimensions3D& dims) const { return dims.iVolZ; } + __device__ float c0(float x, float y, float z) const { return y; } + __device__ float c1(float x, float y, float z) const { return x; } + __device__ float c2(float x, float y, float z) const { return z; } + __device__ float tex(float f0, float f1, float f2) const { return tex3D(gT_coneVolumeTexture, f1, f0, f2); } + __device__ float x(float f0, float f1, float f2) const { return f1; } + __device__ float y(float f0, float f1, float f2) const { return f0; } + __device__ float z(float f0, float f1, float f2) const { return f2; } +}; + +// z=0, x=1, y=2 +struct DIR_Z { + __device__ float nSlices(const SDimensions3D& dims) const { return dims.iVolZ; } + __device__ float nDim1(const SDimensions3D& dims) const { return dims.iVolX; } + __device__ float nDim2(const SDimensions3D& dims) const { return dims.iVolY; } + __device__ float c0(float x, float y, float z) const { return z; } + __device__ float c1(float x, float y, float z) const { return x; } + __device__ float c2(float x, float y, float z) const { return y; } + __device__ float tex(float f0, float f1, float f2) const { return tex3D(gT_coneVolumeTexture, f1, f2, f0); } + __device__ float x(float f0, float f1, float f2) const { return f1; } + __device__ float y(float f0, float f1, float f2) const { return f2; } + __device__ float z(float f0, float f1, float f2) const { return f0; } +}; + + // threadIdx: x = ??? detector (u?) // y = relative angle // blockIdx: x = ??? detector (u+v?) // y = angle block +template +__global__ void cone_FP_t(float* D_projData, unsigned int projPitch, + unsigned int startSlice, + unsigned int startAngle, unsigned int endAngle, + const SDimensions3D dims, float fOutputScale) +{ + COORD c; + + int angle = startAngle + blockIdx.y * g_anglesPerBlock + threadIdx.y; + if (angle >= endAngle) + return; + + const float fSrcX = gC_SrcX[angle]; + const float fSrcY = gC_SrcY[angle]; + const float fSrcZ = gC_SrcZ[angle]; + const float fDetUX = gC_DetUX[angle]; + const float fDetUY = gC_DetUY[angle]; + const float fDetUZ = gC_DetUZ[angle]; + const float fDetVX = gC_DetVX[angle]; + const float fDetVY = gC_DetVY[angle]; + const float fDetVZ = gC_DetVZ[angle]; + const float fDetSX = gC_DetSX[angle] + 0.5f * fDetUX + 0.5f * fDetVX; + const float fDetSY = gC_DetSY[angle] + 0.5f * fDetUY + 0.5f * fDetVY; + const float fDetSZ = gC_DetSZ[angle] + 0.5f * fDetUZ + 0.5f * fDetVZ; + + const int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x; + const int startDetectorV = (blockIdx.x/((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockV; + int endDetectorV = startDetectorV + g_detBlockV; + if (endDetectorV > dims.iProjV) + endDetectorV = dims.iProjV; + + int endSlice = startSlice + g_blockSlices; + if (endSlice > c.nSlices(dims)) + endSlice = c.nSlices(dims); + + for (int detectorV = startDetectorV; detectorV < endDetectorV; ++detectorV) + { + /* Trace ray from Src to (detectorU,detectorV) from */ + /* X = startSlice to X = endSlice */ + + const float fDetX = fDetSX + detectorU*fDetUX + detectorV*fDetVX; + const float fDetY = fDetSY + detectorU*fDetUY + detectorV*fDetVY; + const float fDetZ = fDetSZ + detectorU*fDetUZ + detectorV*fDetVZ; + + /* (x) ( 1) ( 0) */ + /* ray: (y) = (ay) * x + (by) */ + /* (z) (az) (bz) */ + + const float a1 = (c.c1(fSrcX,fSrcY,fSrcZ) - c.c1(fDetX,fDetY,fDetZ)) / (c.c0(fSrcX,fSrcY,fSrcZ) - c.c0(fDetX,fDetY,fDetZ)); + const float a2 = (c.c2(fSrcX,fSrcY,fSrcZ) - c.c2(fDetX,fDetY,fDetZ)) / (c.c0(fSrcX,fSrcY,fSrcZ) - c.c0(fDetX,fDetY,fDetZ)); + const float b1 = c.c1(fSrcX,fSrcY,fSrcZ) - a1 * c.c0(fSrcX,fSrcY,fSrcZ); + const float b2 = c.c2(fSrcX,fSrcY,fSrcZ) - a2 * c.c0(fSrcX,fSrcY,fSrcZ); + + const float fDistCorr = sqrt(a1*a1+a2*a2+1.0f) * fOutputScale; + + float fVal = 0.0f; + + float f0 = startSlice + 0.5f; + float f1 = a1 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b1 + 0.5f*c.nDim1(dims) - 0.5f + 0.5f; + float f2 = a2 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b2 + 0.5f*c.nDim2(dims) - 0.5f + 0.5f; + + for (int s = startSlice; s < endSlice; ++s) + { + fVal += c.tex(f0, f1, f2); + f0 += 1.0f; + f1 += a1; + f2 += a2; + } -#define CONE_FP_BODY(c0,c1,c2) \ - int angle = startAngle + blockIdx.y * g_anglesPerBlock + threadIdx.y; \ - if (angle >= endAngle) \ - return; \ - \ - const float fSrcX = gC_SrcX[angle]; \ - const float fSrcY = gC_SrcY[angle]; \ - const float fSrcZ = gC_SrcZ[angle]; \ - const float fDetUX = gC_DetUX[angle]; \ - const float fDetUY = gC_DetUY[angle]; \ - const float fDetUZ = gC_DetUZ[angle]; \ - const float fDetVX = gC_DetVX[angle]; \ - const float fDetVY = gC_DetVY[angle]; \ - const float fDetVZ = gC_DetVZ[angle]; \ - const float fDetSX = gC_DetSX[angle] + 0.5f * fDetUX + 0.5f * fDetVX; \ - const float fDetSY = gC_DetSY[angle] + 0.5f * fDetUY + 0.5f * fDetVY; \ - const float fDetSZ = gC_DetSZ[angle] + 0.5f * fDetUZ + 0.5f * fDetVZ; \ - \ - const int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x; \ - const int startDetectorV = (blockIdx.x/((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockV; \ - int endDetectorV = startDetectorV + g_detBlockV; \ - if (endDetectorV > dims.iProjV) \ - endDetectorV = dims.iProjV; \ - \ - int endSlice = startSlice + g_blockSlices; \ - if (endSlice > dims.iVol##c0) \ - endSlice = dims.iVol##c0; \ - \ - for (int detectorV = startDetectorV; detectorV < endDetectorV; ++detectorV) \ - { \ - /* Trace ray from Src to (detectorU,detectorV) from */ \ - /* X = startSlice to X = endSlice */ \ - \ - const float fDetX = fDetSX + detectorU*fDetUX + detectorV*fDetVX; \ - const float fDetY = fDetSY + detectorU*fDetUY + detectorV*fDetVY; \ - const float fDetZ = fDetSZ + detectorU*fDetUZ + detectorV*fDetVZ; \ - \ - /* (x) ( 1) ( 0) */ \ - /* ray: (y) = (ay) * x + (by) */ \ - /* (z) (az) (bz) */ \ - \ - const float a##c1 = (fSrc##c1 - fDet##c1) / (fSrc##c0 - fDet##c0); \ - const float a##c2 = (fSrc##c2 - fDet##c2) / (fSrc##c0 - fDet##c0); \ - const float b##c1 = fSrc##c1 - a##c1 * fSrc##c0; \ - const float b##c2 = fSrc##c2 - a##c2 * fSrc##c0; \ - \ - const float fDistCorr = sqrt(a##c1*a##c1+a##c2*a##c2+1.0f) * fOutputScale; \ - \ - float fVal = 0.0f; \ - \ - float f##c0 = startSlice + 0.5f; \ - float f##c1 = a##c1 * (startSlice - 0.5f*dims.iVol##c0 + 0.5f) + b##c1 + 0.5f*dims.iVol##c1 - 0.5f + 0.5f; \ - float f##c2 = a##c2 * (startSlice - 0.5f*dims.iVol##c0 + 0.5f) + b##c2 + 0.5f*dims.iVol##c2 - 0.5f + 0.5f; \ - \ - for (int s = startSlice; s < endSlice; ++s) \ - { \ - fVal += tex3D(gT_coneVolumeTexture, fX, fY, fZ); \ - f##c0 += 1.0f; \ - f##c1 += a##c1; \ - f##c2 += a##c2; \ - } \ - \ - fVal *= fDistCorr; \ - \ - D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fVal; \ - } + fVal *= fDistCorr; -#define CONE_FP_SS_BODY(c0,c1,c2) \ - int angle = startAngle + blockIdx.y * g_anglesPerBlock + threadIdx.y; \ - if (angle >= endAngle) \ - return; \ - \ - const float fSrcX = gC_SrcX[angle]; \ - const float fSrcY = gC_SrcY[angle]; \ - const float fSrcZ = gC_SrcZ[angle]; \ - const float fDetUX = gC_DetUX[angle]; \ - const float fDetUY = gC_DetUY[angle]; \ - const float fDetUZ = gC_DetUZ[angle]; \ - const float fDetVX = gC_DetVX[angle]; \ - const float fDetVY = gC_DetVY[angle]; \ - const float fDetVZ = gC_DetVZ[angle]; \ - const float fDetSX = gC_DetSX[angle] + 0.5f * fDetUX + 0.5f * fDetVX; \ - const float fDetSY = gC_DetSY[angle] + 0.5f * fDetUY + 0.5f * fDetVY; \ - const float fDetSZ = gC_DetSZ[angle] + 0.5f * fDetUZ + 0.5f * fDetVZ; \ - \ - const int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x; \ - const int startDetectorV = (blockIdx.x/((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockV; \ - int endDetectorV = startDetectorV + g_detBlockV; \ - if (endDetectorV > dims.iProjV) \ - endDetectorV = dims.iProjV; \ - \ - int endSlice = startSlice + g_blockSlices; \ - if (endSlice > dims.iVolX) \ - endSlice = dims.iVolX; \ - \ - const float fSubStep = 1.0f/dims.iRaysPerDetDim; \ - \ - for (int detectorV = startDetectorV; detectorV < endDetectorV; ++detectorV) \ - { \ - /* Trace ray from Src to (detectorU,detectorV) from */ \ - /* X = startSlice to X = endSlice */ \ - \ - float fV = 0.0f; \ - \ - float fdU = detectorU - 0.5f + 0.5f*fSubStep; \ - for (int iSubU = 0; iSubU < dims.iRaysPerDetDim; ++iSubU, fdU+=fSubStep) { \ - float fdV = detectorV - 0.5f + 0.5f*fSubStep; \ - for (int iSubV = 0; iSubV < dims.iRaysPerDetDim; ++iSubV, fdV+=fSubStep) { \ - \ - const float fDetX = fDetSX + fdU*fDetUX + fdV*fDetVX; \ - const float fDetY = fDetSY + fdU*fDetUY + fdV*fDetVY; \ - const float fDetZ = fDetSZ + fdU*fDetUZ + fdV*fDetVZ; \ - \ - /* (x) ( 1) ( 0) */ \ - /* ray: (y) = (ay) * x + (by) */ \ - /* (z) (az) (bz) */ \ - \ - const float a##c1 = (fSrc##c1 - fDet##c1) / (fSrc##c0 - fDet##c0); \ - const float a##c2 = (fSrc##c2 - fDet##c2) / (fSrc##c0 - fDet##c0); \ - const float b##c1 = fSrc##c1 - a##c1 * fSrc##c0; \ - const float b##c2 = fSrc##c2 - a##c2 * fSrc##c0; \ - \ - const float fDistCorr = sqrt(a##c1*a##c1+a##c2*a##c2+1.0f) * fOutputScale; \ - \ - float fVal = 0.0f; \ - \ - float f##c0 = startSlice + 0.5f; \ - float f##c1 = a##c1 * (startSlice - 0.5f*dims.iVol##c0 + 0.5f) + b##c1 + 0.5f*dims.iVol##c1 - 0.5f + 0.5f; \ - float f##c2 = a##c2 * (startSlice - 0.5f*dims.iVol##c0 + 0.5f) + b##c2 + 0.5f*dims.iVol##c2 - 0.5f + 0.5f; \ - \ - for (int s = startSlice; s < endSlice; ++s) \ - { \ - fVal += tex3D(gT_coneVolumeTexture, fX, fY, fZ); \ - f##c0 += 1.0f; \ - f##c1 += a##c1; \ - f##c2 += a##c2; \ - } \ - \ - fVal *= fDistCorr; \ - fV += fVal; \ - \ - } \ - } \ - \ - D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fV / (dims.iRaysPerDetDim * dims.iRaysPerDetDim);\ + D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fVal; } - - - - - -__global__ void FP_dirX(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale) -{ -CONE_FP_BODY(X,Y,Z) -} - -__global__ void FP_dirY(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale) -{ -CONE_FP_BODY(Y,X,Z) } -__global__ void FP_dirZ(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale) +template +__global__ void cone_FP_SS_t(float* D_projData, unsigned int projPitch, + unsigned int startSlice, + unsigned int startAngle, unsigned int endAngle, + const SDimensions3D dims, float fOutputScale) { -CONE_FP_BODY(Z,X,Y) -} + COORD c; + + int angle = startAngle + blockIdx.y * g_anglesPerBlock + threadIdx.y; + if (angle >= endAngle) + return; + + const float fSrcX = gC_SrcX[angle]; + const float fSrcY = gC_SrcY[angle]; + const float fSrcZ = gC_SrcZ[angle]; + const float fDetUX = gC_DetUX[angle]; + const float fDetUY = gC_DetUY[angle]; + const float fDetUZ = gC_DetUZ[angle]; + const float fDetVX = gC_DetVX[angle]; + const float fDetVY = gC_DetVY[angle]; + const float fDetVZ = gC_DetVZ[angle]; + const float fDetSX = gC_DetSX[angle] + 0.5f * fDetUX + 0.5f * fDetVX; + const float fDetSY = gC_DetSY[angle] + 0.5f * fDetUY + 0.5f * fDetVY; + const float fDetSZ = gC_DetSZ[angle] + 0.5f * fDetUZ + 0.5f * fDetVZ; + + const int detectorU = (blockIdx.x%((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockU + threadIdx.x; + const int startDetectorV = (blockIdx.x/((dims.iProjU+g_detBlockU-1)/g_detBlockU)) * g_detBlockV; + int endDetectorV = startDetectorV + g_detBlockV; + if (endDetectorV > dims.iProjV) + endDetectorV = dims.iProjV; + + int endSlice = startSlice + g_blockSlices; + if (endSlice > c.nSlices(dims)) + endSlice = c.nSlices(dims); + + const float fSubStep = 1.0f/dims.iRaysPerDetDim; + + for (int detectorV = startDetectorV; detectorV < endDetectorV; ++detectorV) + { + /* Trace ray from Src to (detectorU,detectorV) from */ + /* X = startSlice to X = endSlice */ + + float fV = 0.0f; + + float fdU = detectorU - 0.5f + 0.5f*fSubStep; + for (int iSubU = 0; iSubU < dims.iRaysPerDetDim; ++iSubU, fdU+=fSubStep) { + float fdV = detectorV - 0.5f + 0.5f*fSubStep; + for (int iSubV = 0; iSubV < dims.iRaysPerDetDim; ++iSubV, fdV+=fSubStep) { + + const float fDetX = fDetSX + fdU*fDetUX + fdV*fDetVX; + const float fDetY = fDetSY + fdU*fDetUY + fdV*fDetVY; + const float fDetZ = fDetSZ + fdU*fDetUZ + fdV*fDetVZ; + + /* (x) ( 1) ( 0) */ + /* ray: (y) = (ay) * x + (by) */ + /* (z) (az) (bz) */ + + const float a1 = (c.c1(fSrcX,fSrcY,fSrcZ) - c.c1(fDetX,fDetY,fDetZ)) / (c.c0(fSrcX,fSrcY,fSrcZ) - c.c0(fDetX,fDetY,fDetZ)); + const float a2 = (c.c2(fSrcX,fSrcY,fSrcZ) - c.c2(fDetX,fDetY,fDetZ)) / (c.c0(fSrcX,fSrcY,fSrcZ) - c.c0(fDetX,fDetY,fDetZ)); + const float b1 = c.c1(fSrcX,fSrcY,fSrcZ) - a1 * c.c0(fSrcX,fSrcY,fSrcZ); + const float b2 = c.c2(fSrcX,fSrcY,fSrcZ) - a2 * c.c0(fSrcX,fSrcY,fSrcZ); + + const float fDistCorr = sqrt(a1*a1+a2*a2+1.0f) * fOutputScale; + + float fVal = 0.0f; + + float f0 = startSlice + 0.5f; + float f1 = a1 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b1 + 0.5f*c.nDim1(dims) - 0.5f + 0.5f; + float f2 = a2 * (startSlice - 0.5f*c.nSlices(dims) + 0.5f) + b2 + 0.5f*c.nDim2(dims) - 0.5f + 0.5f; + + for (int s = startSlice; s < endSlice; ++s) + { + fVal += c.tex(f0, f1, f2); + f0 += 1.0f; + f1 += a1; + f2 += a2; + } - -__global__ void FP_SS_dirX(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale) -{ -CONE_FP_SS_BODY(X,Y,Z) -} + fVal *= fDistCorr; + fV += fVal; -__global__ void FP_SS_dirY(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale) -{ -CONE_FP_SS_BODY(Y,X,Z) -} + } + } -__global__ void FP_SS_dirZ(float* D_projData, unsigned int projPitch, unsigned int startSlice, unsigned int startAngle, unsigned int endAngle, const SDimensions3D dims, float fOutputScale) -{ -CONE_FP_SS_BODY(Z,X,Y) + D_projData[(detectorV*dims.iProjAngles+angle)*projPitch+detectorU] += fV / (dims.iRaysPerDetDim * dims.iRaysPerDetDim); + } } @@ -354,21 +378,21 @@ bool ConeFP_Array(cudaArray *D_volArray, if (blockDirection == 0) { for (unsigned int i = 0; i < dims.iVolX; i += g_blockSlices) if (dims.iRaysPerDetDim == 1) - FP_dirX<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); + cone_FP_t<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); else - FP_SS_dirX<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); + cone_FP_SS_t<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); } else if (blockDirection == 1) { for (unsigned int i = 0; i < dims.iVolY; i += g_blockSlices) if (dims.iRaysPerDetDim == 1) - FP_dirY<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); + cone_FP_t<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); else - FP_SS_dirY<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); + cone_FP_SS_t<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); } else if (blockDirection == 2) { for (unsigned int i = 0; i < dims.iVolZ; i += g_blockSlices) if (dims.iRaysPerDetDim == 1) - FP_dirZ<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); + cone_FP_t<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); else - FP_SS_dirZ<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); + cone_FP_SS_t<<>>((float*)D_projData.ptr, D_projData.pitch/sizeof(float), i, blockStart, blockEnd, dims, fOutputScale); } } -- cgit v1.2.3