From 26e4e3c800edc83c00e1aeaeea12cfaf0dda55d3 Mon Sep 17 00:00:00 2001 From: Nicolas Pope <nwpope@utu.fi> Date: Wed, 2 Oct 2019 09:14:47 +0300 Subject: [PATCH] Correct comp problems --- components/renderers/cpp/include/ftl/cuda/normals.hpp | 2 +- components/renderers/cpp/src/normals.cu | 11 ++++++----- 2 files changed, 7 insertions(+), 6 deletions(-) diff --git a/components/renderers/cpp/include/ftl/cuda/normals.hpp b/components/renderers/cpp/include/ftl/cuda/normals.hpp index 85620ff28..4cbd760a1 100644 --- a/components/renderers/cpp/include/ftl/cuda/normals.hpp +++ b/components/renderers/cpp/include/ftl/cuda/normals.hpp @@ -6,7 +6,7 @@ namespace ftl { namespace cuda { -void ftl::cuda::normals(ftl::cuda::TextureObject<float4> &output, +void normals(ftl::cuda::TextureObject<float4> &output, ftl::cuda::TextureObject<float4> &input, cudaStream_t stream); } diff --git a/components/renderers/cpp/src/normals.cu b/components/renderers/cpp/src/normals.cu index 813f1aab5..7ed9bb681 100644 --- a/components/renderers/cpp/src/normals.cu +++ b/components/renderers/cpp/src/normals.cu @@ -1,6 +1,7 @@ #include <ftl/cuda/normals.hpp> #define T_PER_BLOCK 16 +#define MINF __int_as_float(0xff800000) __global__ void computeNormals_kernel(ftl::cuda::TextureObject<float4> output, ftl::cuda::TextureObject<float4> input) { @@ -12,11 +13,11 @@ __global__ void computeNormals_kernel(ftl::cuda::TextureObject<float4> output, output(x,y) = make_float4(MINF, MINF, MINF, MINF); if(x > 0 && x < input.width()-1 && y > 0 && y < input.height()-1) { - const float3 CC = make_float3(input.tex2D(x+0, y+0)); //[(y+0)*width+(x+0)]; - const float3 PC = make_float3(input.tex2D(x+0, y+1)); //[(y+1)*width+(x+0)]; - const float3 CP = make_float3(input.tex2D(x+1, y+0)); //[(y+0)*width+(x+1)]; - const float3 MC = make_float3(input.tex2D(x+0, y-1)); //[(y-1)*width+(x+0)]; - const float3 CM = make_float3(input.tex2D(x-1, y+0)); //[(y+0)*width+(x-1)]; + const float3 CC = make_float3(input.tex2D((int)x+0, (int)y+0)); //[(y+0)*width+(x+0)]; + const float3 PC = make_float3(input.tex2D((int)x+0, (int)y+1)); //[(y+1)*width+(x+0)]; + const float3 CP = make_float3(input.tex2D((int)x+1, (int)y+0)); //[(y+0)*width+(x+1)]; + const float3 MC = make_float3(input.tex2D((int)x+0, (int)y-1)); //[(y-1)*width+(x+0)]; + const float3 CM = make_float3(input.tex2D((int)x-1, (int)y+0)); //[(y+0)*width+(x-1)]; if(CC.x != MINF && PC.x != MINF && CP.x != MINF && MC.x != MINF && CM.x != MINF) { const float3 n = cross(PC-MC, CP-CM); -- GitLab